For more details and additional information, check Scripting/MD/Libraries/Map on the Egosoft wiki.
Every action and condition the Mission Director and AI script schemas accept, with its attributes, the attribute groups it pulls in and the child elements it can contain. Generated from the schemas that ship with the game, for 8.00 and 9.00.
919 actions and 431 conditions, over 64 attribute groups, 629 child elements and 217 types.
Open a command to see its full card: own attributes, the groups it inherits and every child element it accepts. The shared halves - attribute groups and types - are listed once, further down, and every card links into them.
| Kind | action does something;
condition is tested by one. The chip beside it is which schema accepts the command:
both, AI for AI scripts only, MD for the Mission Director only. |
|---|---|
| Game versions | all in every version covered here (8.00, 9.00). ≥ 9.00 from that version onwards, so new since the one before it. ≤ 8.00 up to that version, and gone in the next. A version list instead of a range means presence with a hole in it, which no range states honestly. |
| Attributes | A card lists the command's own attributes first, then everything its attribute groups bring in, with the group named in the From column. * marks a required attribute. A number beside a type is how many values the schema fixes for it. |
| Copying | Copy element gives the command with every required attribute, ready to paste into a script. Copy link gives a URL that reopens this card, filters and all. |
An attribute group is the schema's own unit of reuse. find is 89 attributes shared by 19 commands,
action is 3 attributes shared by over 700, so each is documented here once and referenced from the cards above.
3 attributes, used by 870 commands
| Attribute | Type | Description |
|---|---|---|
chance | expression | Chance percentage of action being performed (action is skipped if not -- in case of a conditional action such as <do_if>, any following <do_elseif>/<do_else> actions will still be performed as if the condition had failed) |
comment | comment | Comment for documentation purposes only |
weight | expression | Weight of action which determines its chance of being selected (integer value, only evaluated in <do_any> blocks, default is 1 if omitted) |
2 attributes, used by 0 commands
| Attribute | Type | Description |
|---|---|---|
group* | blacklistgrouplookup 2 | Default faction blacklist group (civilian, military) to use if object doesn't have a blacklist of its own of the specified type |
object* | expression | Object from which to obtain blacklist filter |
4 attributes, used by 18 commands
| Attribute | Type | Description |
|---|---|---|
chance | expression | Chance percentage of action being performed (action is skipped if not -- in case of a conditional action such as <do_if>, any following <do_elseif>/<do_else> actions will still be performed as if the condition had failed) |
comment | comment | Comment for documentation purposes only |
sinceversion | xs:nonNegativeInteger | Script version in which this blocking action was added |
weight | expression | Weight of action which determines its chance of being selected (integer value, only evaluated in <do_any> blocks, default is 1 if omitted) |
2 attributes, used by 0 commands
| Attribute | Type | Description |
|---|---|---|
center* | expression | |
max* | expression |
21 attributes, used by 0 commands
| Attribute | Type | Description |
|---|---|---|
action* | objectivetypelookup 89 | Objective action type |
checkunknown | booleanexpression | Should the target name be shown as unknown if the target is unknown? Default is false. |
completed | booleanexpression | Should the incomplete objective be displayed as 'completed' in the mission briefing? This can be used to mark a briefing objective as completed out of sequence. This only takes effect if this briefing step occurs after the currently active one (since steps before the current step are already shown as completed by default). |
customaction | expression | Custom action text, required if action="custom" |
duration | expression | Time limit (duration) of this objective. Cannot be combined with attributes endtime or showelapsedtime. The duration is automatically converted to an endtime when the objective starts (see attribute endtime). |
encyclopedia | expression | Value whose encyclopedia entry should be referenced from the mission briefing |
endtime | expression | End time of this objective. The remaining time will be displayed in the message ticker if this is the current mission objective. Cannot be combined with attributes duration or showelapsedtime. The endtime can be updated with <update_objective_endtime>. The timer can be paused with <pause_objective_timer>, which will postpone the endtime accordingly. |
failed | booleanexpression | Should the objective be displayed as 'failed' in the mission briefing instead of 'completed'? This only takes effect if this briefing step occurs before the currently active one. |
group | expression | Group of objective targets (cannot be used in combination with any of the attributes object or slot) |
keeptimer | booleanexpression | When this objective starts, should it continue using the timer state of the previous objective of this mission? This includes the remaining time (a time limit previously initiated via attributes endtime or duration), the elapsed time (via attribute showelapsedtime) and whether the timer has been paused via <pause_objective_timer>. If the previous objective had any timer data, it will be kept and continued, ignoring any other timer-related attributes (endtime, duration, showelapsedtime) for this objective. Consequently, if such attributes are also provided, they will only take effect if the previous objective did NOT have a displayed timer. NOTE: Even if the previous objective had an endtime that has already passed, keeptimer will keep this endtime (so that the remaining time of 0 seconds will still be displayed on screen). |
object | object | Object |
offset | expression | Offset from reference object (position or vector value - cannot be used in combination with any of the attributes slot or randomoffset) |
radius | expression | Optional radius associated with the objective. Default is 0 |
randomoffset | expression | Random offset from reference object (given as length or vector value - cannot be used in combination with any of the attributes slot or offset). When a length is given, it specifies the maximal offset distance from the object in any direction (equivalent to a vector with identical X/Y/Z extents). When a vector is given, it specifies an ellipsoid with given X/Y/Z extents around the object - the random offset is a vector to a random point inside the ellipsoid. NOTE: If the same object and random offset is used as objective target multiple times, the random offset remains the same. The random offset is the same as the one generated by <create_position> with randomoffset attribute. |
showelapsedtime | booleanexpression | Should the elapsed time for this objective be displayed in the message ticker? Cannot be combined with attributes endtime or duration. The elapsed time can be paused with <pause_objective_timer>. |
showunknownpath | booleanexpression | Should mission guidance show the full path towards the objective target(s), even if there are unknown gates/sectors on the way? Default is false. |
silent | silentobjective | Change the objective silently? This suppresses the mission objective bar and the sound effect. Default is false |
slot | expression | Component slot or list of component slots as objective targets (cannot be used in combination with any of the attributes object, group, offset or randomoffset) |
step* | expression | Mission briefing step number |
suggestdocking | booleanexpression | If the target is inside a room, should mission guidance suggest docking at a suitable docking bay when the player is elsewhere in a ship or spacesuit? Default is true. Can be set to false explicitly if the target is in a room, but the mission requires the player to remain in a ship or a spacesuit. NOTE: For an objective to attack, destroy or kill a ship, docking will not be suggested anyway even when the target is docked, and setting suggestdocking to false is not required. |
text | expression | Objective detail text |
3 attributes, used by 6 commands
| Attribute | Type | Description |
|---|---|---|
append | boolean | Should the specified ware(s) be added to the existing list? (defaults to false which will replace or remove existing entries) |
remove | boolean | Should the specified ware(s) be removed from the existing list? (defaults to false which will add or replace existing entries) |
wares | ware | (optional) single ware or list of wares to set, add or remove, omitting this will clear the list if append and remove are false (default) |
3 attributes, used by 12 commands
| Attribute | Type | Description |
|---|---|---|
check | checkeventsource | Produce an error message if the provided event object does not exist? Default is true. NOTE: If the event object is a variable or a changeable property, changing it at a later time has no direct effect on this event condition, i.e. it is not re-enabled automatically. It is only updated under certain conditions, e.g. when loading a savegame or when the event condition is restarted explicitly (resetting MD cue or starting AI script). |
cluster | expression | Cluster, used as event object (required if group attribute not supplied) |
group | groupeventsource | Group of event objects (can be supplied instead of a single event object). The check attribute does not apply. The group is required to exist but may be empty. Adding/removing group members is possible even after the event is set up. |
2 attributes, used by 2 commands
| Attribute | Type | Description |
|---|---|---|
chance | expression | Percentage chance of condition being checked (condition fails if not) |
comment | comment | Comment for documentation purposes only |
6 attributes, used by 3 commands
| Attribute | Type | Description |
|---|---|---|
exact | expression | Exact value to match (takes priority over list and min/max) |
list | expression | List of matching values (takes priority over min/max, ignored if exact is set) |
max | expression | Maximum matching value (ignored if exact is set) |
min | expression | Minimum matching value (ignored if exact is set) |
negate | negatecondition | Negate condition? |
value* | expression | Value to match (checked for non-zero if no comparison range or list is specified) |
3 attributes, used by 3 commands
| Attribute | Type | Description |
|---|---|---|
actor | expression | Conversation actor entity (use attribute context and template instead to provide an NPC template instead of an entity as conversation actor) |
context | expression | Controllable object context of the provided NPC template (when using template attribute instead of the actor attribute) |
template | expression | Conversation actor NPC template (can be used instead of actor attribute to provide an NPC template, requires context attribute) |
10 attributes, used by 3 commands
| Attribute | Type | Description |
|---|---|---|
autoadvanceseed | autoadvancerandomseed | Auto-advance seed used for random number evaluation. |
counter | lvalueexpression | Name of loop counter variable |
exact | expression | Exact value (takes priority over min/max/profile/scale) |
list | expression | List of values, from which one value will be selected randomly (takes priority over min/max/profile/scale, ignored if exact is set) |
max | expression | Maximum random number (ignored if exact is set) |
min | expression | Minimum random number (ignored if exact is set) |
profile | profilelookup 5 | Random number profile (ignored if exact is set) |
reverse | boolean | If true then loop counter counts from the max value down to 1 |
scale | any | Scale of random number profile (ignored if exact is set or if profile is flat) |
seed | fixedrandomseed | Fixed seed used for random number evaluation. |
4 attributes, used by 1 command
| Attribute | Type | Description |
|---|---|---|
base | expression | The base construction plan (Optional. Either a plain ID string or a script expression that evaluates to an ID string) |
group | namestring | Module group for random macro selection |
macro | macroname | Macro name (either a plain macro string or a script expression that evaluates to a string or macro) |
ref | expression | Reference to ModuleDB entry (either a plain ID string or a script expression that evaluates to an ID string) |
4 attributes, used by 3 commands
| Attribute | Type | Description |
|---|---|---|
actor | expression | Existing actor to be used instead of creating a new NPC (only useful with variable expressions in scripts) |
group | namestring | Character group for random macro selection |
macro | macroname | Macro name (either a plain macro string or a script expression that evaluates to a string or macro) |
ref | expression | Reference to CharacterDB entry (either a plain ID string or a script expression that evaluates to an ID string) |
21 attributes, used by 0 commands
| Attribute | Type | Description |
|---|---|---|
allowyaxis | boolean | Allow the generated position to also use the up/down axis, defaults to true |
autoadvanceseed | autoadvancerandomseed | Auto-advance seed used for random number evaluation. |
exact | expression | Exact value (takes priority over min/max/profile/scale) |
ignored | object | Object |
ignoredangerousregions | booleanexpression | Ignore dangerous regions (defaults to false) |
includefiringrange | booleanexpression | Avoid the firing range of turrets |
includeplotbox | booleanexpression | Avoid the plot box of stations |
list | expression | List of values, from which one value will be selected randomly (takes priority over min/max/profile/scale, ignored if exact is set) |
max | expression | Maximum random number (ignored if exact is set) |
min | expression | Minimum random number (ignored if exact is set) |
object | expression | An object (or any positional) to use the offset of. If coordinates or a position value are supplied, they are interpreted as relative to the object. If space is not supplied, the object's parent will be taken as the space unless a suitable space is supplied by the parent XML node. |
profile | profilelookup 5 | Random number profile (ignored if exact is set) |
radius | expression | Radius to indicate necessary space required for a safe position (defaults to created object radius if null) |
randomoffset | expression | Random offset from provided object (given as length or vector value - can be combined with coordinate attributes, but cannot be used in combination with value attribute). When a length is given, it specifies the maximal offset distance from the object in any direction (equivalent to a vector with identical X/Y/Z extents). When a vector is given, it specifies an ellipsoid with given X/Y/Z extents around the object - the random offset is a vector to a random point inside the ellipsoid. NOTE: Using the same randomoffset value with the same object multiple times will always yield the same random offset. NOTE: In order to retrieve only the random offset (relative to the object itself), the space attribute value has to set to the object. |
scale | any | Scale of random number profile (ignored if exact is set or if profile is flat) |
seed | fixedrandomseed | Fixed seed used for random number evaluation. |
space | expression | Reference space to be used if the object attribute is supplied. Defaults to the space supplied by the parent XML node, if applicable, otherwise to the object's parent space. |
value | expression | Position value (can be combined with coordinate attributes, but cannot be used in combination with randomoffset attribute) |
x | expression | X coordinate |
y | expression | Y coordinate |
z | expression | Z coordinate |
3 attributes, used by 1 command
| Attribute | Type | Description |
|---|---|---|
group | namestring | Prop group for random macro selection |
macro | macroname | Macro name (either a plain macro string or a script expression that evaluates to a string or macro) |
ref | expression | Reference to PropDB entry (either a plain ID string or a script expression that evaluates to an ID string) |
5 attributes, used by 1 command
| Attribute | Type | Description |
|---|---|---|
capturable | booleanexpression | Is the ship capturable, either via signalleak (S sized) or via boarding (M+ sized). The default is based on macro, usually true with some exceptions like XS/Spacesuit/Xenon/Khaak. Additionally, for S-ships the pilot will not eject if it's not capturable . Note: For S-ships, when capturable is false, no capture signalleak will be created, but you can add/remove this leak afterwards by calling set_object_capturable. Keep in mind that such leaks only exist in nearby-attention! |
group | namestring | Ship group for random macro selection |
macro | macroname | Macro name (either a plain macro string or a script expression that evaluates to a string or macro) |
ref | expression | Reference to ShipDB entry (either a plain ID string or a script expression that evaluates to an ID string) |
sellable | booleanexpression | Is the ship sellable? (default is true) |
2 attributes, used by 5 commands
| Attribute | Type | Description |
|---|---|---|
cutscene | expression | Cutscene identifier as returned by <play_cutscene> (takes precedence over key attribute) |
key | expression | Cutscene key name (ignored if cutscene attribute is supplied) |
1 attribute, used by 5 commands
| Attribute | Type | Description |
|---|---|---|
timeout | expression | (optional) Time in seconds after which the launched object should self-destruct (only when not visible) [if omitted or null] non-player objects self-destruct after time set in launched class defaults, see deployabletimeout [negative] never self-destruct [0s or greater] self-destruct after the specified time (also applies to player property) |
5 attributes, used by 4 commands
| Attribute | Type | Description |
|---|---|---|
amounts | lvalueexpression | Name of the value that will receive a list of ware amounts, corresponding to the wares result list. |
bundle | booleanexpression | Do the wares to be dropped come from ammo/unit storage? (optional, defaults to false) |
groupname | lvalueexpression | Name of the group to which all spawned ware containers will be added (optional, group will be created if it does not exist yet) |
unbundle | booleanexpression | Should the ware be unbundled (turn ware into ammo/units) on transfer? (optional, defaults to false) |
wares | lvalueexpression | Name of the value that will receive a list of all spawned ware types (optional) |
2 attributes, used by 403 commands
| Attribute | Type | Description |
|---|---|---|
chance | expression | Percentage chance of condition being checked (condition fails if not) |
comment | comment | Comment for documentation purposes only |
2 attributes, used by 1 command
| Attribute | Type | Description |
|---|---|---|
newroles | expression | List of roles to reassign people (size must match with other lists) |
people | expression | List of NPC templates (size must match with other lists) |
8 attributes, used by 2 commands
| Attribute | Type | Description |
|---|---|---|
allowreduction | booleanexpression | Should the build plot be allowed to reduce in size if necessary. Defaults to false. |
negx | expression | Extension of the plot length on the negative X axis |
negy | expression | Extension of the plot length on the negative Y axis |
negz | expression | Extension of the plot length on the negative Z axis |
object | expression | Station or BuildStorage of which the plot will be extended |
posx | expression | Extension of the plot length on the positive X axis |
posy | expression | Extension of the plot length on the positive Y axis |
posz | expression | Extension of the plot length on the positive Z axis |
92 attributes, used by 10 commands
| Attribute | Type | Description |
|---|---|---|
accelerator | booleanexpression | Is the gate an accelerator |
active | booleanexpression | Is the object 'active'? |
building | booleanexpression | Is build module currently building |
busy | booleanexpression | Is build module or build processor currently busy |
canbebuiltby | expression | Can be built by this object? |
canbebuiltbyany | expression | Can be built by any of these objects? (list or group) |
canbedismantled | booleanexpression | Can the component currently be dismantled? |
canbelivestreamed | booleanexpression | Is the object currently suitable to be featured in a live stream? |
canbepickedup | booleanexpression | Can object be picked up by another object? |
canbetowed | booleanexpression | Can the component be towed? |
canbuildclass | expression | Can build class? If null, filter is not applied. |
canbuildequipment | expression | Can build equipment ware (or list of wares)? |
canbuildfor | factionexprlookup 30 | Does the object allow the provided faction to build |
canbuildmacro | expression | Can build macro? |
canbuildships | booleanexpression | Can build ships? (finds containers, not build modules) |
canequipclass | expression | Can equip class? If null, filter is not applied. |
canequipships | expression | Can equip ships? (finds containers, not build modules) |
canhavedynamicinterior | booleanexpression | Can a dynamic interior be created on the object? |
canhaveofferlocation | expression | Offer tag |
cansupplyclass | expression | Can supply class? If null, filter is not applied. |
cansupplyships | expression | Can supply ships? (finds containers, not build modules) |
capturable | booleanexpression | Is the object capturable, either via signalleak (S sized) or via boarding (M+ sized) |
checkoperational | booleanexpression | Should the search be restricted to operational objects? If yes, this is equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_...>) or condition elements (e.g. <count_...>), so it is true by default and can be disabled by supplying checkoperational="false". On any sub-elements (e.g. <match...>) it is false by default, so also non-operational objects are matched by default (unless already filtered out elsewhere). If the state attribute is present on a node, checkoperational is ignored. |
coalition ≤ 8.00 | expression | Is the apparent owning faction a member of the coalition with this ID? |
commandeerable | booleanexpression | Is the object commandeerable |
covered | booleanexpression | Is the object covered? |
coverowner | owners 30 | Owner faction, or list of owner factions |
datavault | booleanexpression | Is a data vault object |
deployable | booleanexpression | Is a deployable object |
deployablecategory | deployablecategorylookup 5 | Deployable category |
destination | expression | Leads to this destination? (could be space, gate or highway exit gate) |
excluded | expression | Component, list of components or a group to exclude from being found |
extension | expression | Source extension id (standard extension) |
freemissionactorslot | freemissionactorslot | Is a free slot for a mission actor NPC required? |
freemissionofferslot | booleanexpression | Is a free mission offer location available at the container? |
freesignalleakslot | booleanexpression | Is a free signal leak location available at the object? |
functional | booleanexpression | Is functional? |
grouptag | expression | Connection group tag |
hasbuildingtask | booleanexpression | Does the object have a build task assigned for it? |
hascommander | booleanexpression | Does the object have a commander |
hascontrolentity | controlpost 7 | Does the object have a control entity of the specified post |
hasfixedconstructionNEW | booleanexpression | Are either the planned or current construction sequence of this object flagged as fixed? |
hasstagedconstructionNEW | booleanexpression | Do either the planned or current construction sequence of this object have stages? |
hastradeoffer | booleanexpression | Component contains a trade offer? |
haswalkableroom | booleanexpression | Does the controllable object, module or room contain any walkable rooms (includes the room itself in the room case), i.e. accessible to the player and NPCs? |
hullinvulnerable | booleanexpression | Is hull invulnerable, i.e it cannot take take damage? |
indestructible | booleanexpression | Can the object not be destroyed through damage? |
integrated | booleanexpression | Is integrated to the parent? (built-in component) |
internallystored | booleanexpression | Is the object internally stored in a dockingbay? |
invulnerable | booleanexpression | Is either hull or shield invulnerable, i.e it cannot take damage? Note: An object can be vulnerable but still indestructible. |
ishostileto | expression | Do mutual object relations and fire authorisations allow either side to attack (see mayattack and maybeattackedby). |
isinliveview | booleanexpression | Is the object visible on the player's gravidar or by any player-owned object |
known | booleanexpression | Known to player? |
knownto | factionexprlookup 30 | Known to faction? (Faction or list of factions) |
landmark | booleanexpression | Is a landmark object |
lockedNEW | booleanexpression | Is the object locked? Applicable to room, datavault and signalleak. |
macro | expression | Macro or list of macros |
masstraffic | booleanexpression | Is object from mass traffic? |
mayattack | expression | Does this object's relation and fire authorisation override allow it to attack supplied object or faction. Unless active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and supplied object has primarypurpose.fight. |
maybeattackedby | expression | May this object be attacked by supplied object or faction based on that faction's relation and fire authorisation override. Unless supplied object's active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and this object has primarypurpose.fight |
module | booleanexpression | Is a module? |
negateownerfilter | booleanexpression | Treat owner, trueowner or coverowner as "not"-list? |
numfreeactorslots | expression | Minimum number of free actor slots (deprecated and ignored) |
onlineobject | booleanexpression | Is object an online object? |
owner | owners 30 | Owner faction, or list of owner factions |
paused | booleanexpression | Is the object 'paused' for any reason? Applicable for production modules. |
pausedmanually | booleanexpression | Is the object manually 'paused'? Applicable for production modules. |
personalextension | expression | Source extension id (personal extension) |
physicsareready | booleanexpression | Are all collision meshes for this component are loaded and ready? |
policefaction | owners 30 | Owner faction, or list of owner factions |
primarypurpose | purposelookup 19 | Primary purpose |
reachablefrom | expression | Is the component reachable from this component via a path through the galaxy? (note: this component does not have to be mobile) |
regionobject | booleanexpression | Is object from a region? |
roompopulationtype | roompopulationtypeexprlookup 8 | Room population type |
shieldgrouptag | expression | Group tag of the shield group (use null to filter for untagged shield groups) |
shieldinvulnerable | booleanexpression | Is shield invulnerable, i.e it cannot take damage? |
signalleaktype | signalleaktypelookup 4 | Signal Leak type |
state | componentstateexprlookup 3 | State of component |
superhighwaygate | booleanexpression | Is the highway gate connected to a super highway? Otherwise is it connected to a local highway? |
surfaceelement | booleanexpression | Is a surface element? |
suspicious ≤ 8.00 | booleanexpression | Suspicious? |
tag | expression | Connection tag |
tradesknownto | factionexprlookup 30 | Does the provided faction have knowledge of trade offers of the container? |
truecoalition ≤ 8.00 | expression | Is the true owning faction a member of the coalition with this ID? |
trueowner | owners 30 | Owner faction, or list of owner factions |
unit | booleanexpression | Is the object a unit |
venture | expression | If the object is on a venture, match by a venture ID string or a list of ID strings |
visitor | booleanexpression | Is object a visitor? |
walkable | booleanexpression | Is the room walkable, i.e. accessible to the player and NPCs? |
waretransport | waretransportlookup 10 | Can carry this waretransport type or list of waretransport types (can find containers or storage modules) |
weaponmode | weaponmodelookup 11 | Weapon mode |
weapontype | weapontypelookup 4 | Weapon type |
153 attributes, used by 6 commands
| Attribute | Type | Description |
|---|---|---|
accelerator | booleanexpression | Is the gate an accelerator |
accessgrantedto | factionexprlookup 30 | Does the sector owner currently grant access to the provided faction? |
accessrestrictedto | factionexprlookup 30 | Does the sector owner currently restrict access to the provided faction? |
active | booleanexpression | Is the object 'active'? |
alwaysnormalzone | booleanexpression | Include only permanently normal zones (not temporary, not gate zone and not highway)? |
building | booleanexpression | Is build module currently building |
busy | booleanexpression | Is build module or build processor currently busy |
canbebuiltby | expression | Can be built by this object? |
canbebuiltbyany | expression | Can be built by any of these objects? (list or group) |
canbedismantled | booleanexpression | Can the component currently be dismantled? |
canbelivestreamed | booleanexpression | Is the object currently suitable to be featured in a live stream? |
canbepickedup | booleanexpression | Can object be picked up by another object? |
canbetowed | booleanexpression | Can the component be towed? |
canbuildclass | expression | Can build class? If null, filter is not applied. |
canbuildequipment | expression | Can build equipment ware (or list of wares)? |
canbuildfor | factionexprlookup 30 | Does the object allow the provided faction to build |
canbuildmacro | expression | Can build macro? |
canbuildships | booleanexpression | Can build ships? (finds containers, not build modules) |
canclaimownership | booleanexpression | Is the station capable of claiming ownership of a space? |
canequipclass | expression | Can equip class? If null, filter is not applied. |
canequipships | expression | Can equip ships? (finds containers, not build modules) |
canhavedynamicinterior | booleanexpression | Can a dynamic interior be created on the object? |
canhaveofferlocation | expression | Offer tag |
cansupplyclass | expression | Can supply class? If null, filter is not applied. |
cansupplyships | expression | Can supply ships? (finds containers, not build modules) |
capturable | booleanexpression | Is the object capturable, either via signalleak (S sized) or via boarding (M+ sized) |
checkoperational | booleanexpression | Should the search be restricted to operational objects? If yes, this is equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_...>) or condition elements (e.g. <count_...>), so it is true by default and can be disabled by supplying checkoperational="false". On any sub-elements (e.g. <match...>) it is false by default, so also non-operational objects are matched by default (unless already filtered out elsewhere). If the state attribute is present on a node, checkoperational is ignored. |
class | classlookup 80 | Class or list of classes (do not use in conjunction with 'exactclass' attribute) |
coalition ≤ 8.00 | expression | Is the apparent owning faction a member of the coalition with this ID? |
commandeerable | booleanexpression | Is the object commandeerable |
contested | booleanexpression | Is the sector contested? |
contestedby | factionexprlookup 30 | Is the sector contested by provided faction? |
controlentity | booleanexpression | Is the actor a control entity? |
controlpost | controlpost 7 | Control post |
covered | booleanexpression | Is the object covered? |
coverowner | owners 30 | Owner faction, or list of owner factions |
datavault | booleanexpression | Is a data vault object |
defencestation | booleanexpression | Is the station a defence station |
deployable | booleanexpression | Is a deployable object |
deployablecategory | deployablecategorylookup 5 | Deployable category |
destination | expression | Leads to this destination? (could be space, gate or highway exit gate) |
diplomat | booleanexpression | Is the actor a faction diplomat? |
docked | docked | Ship is docked or parked at another object, including internal storage and piers |
encounterid | expression | Encounter identification string or list of encounter ID strings |
encountership | booleanexpression | Is the ship an encounter job ship? |
entityrole | entityrole 7 | Actor (entity) role |
entitytype | entitytype 6 | Actor (entity) type |
equipmentdock | booleanexpression | Is the station an equipment dock (i.e. it can change loadouts, but not build ships from scratch) |
exactclass | classlookup 80 | Exact class or list of exact classes, not taking subclasses into account (do not use in conjunction with 'class' attribute) |
excluded | expression | Component, list of components or a group to exclude from being found |
extension | expression | Source extension id (standard extension) |
factionheadquarters | booleanexpression | Is the station a faction headquarters |
freemissionactorslot | freemissionactorslot | Is a free slot for a mission actor NPC required? |
freemissionofferslot | booleanexpression | Is a free mission offer location available at the container? |
freesignalleakslot | booleanexpression | Is a free signal leak location available at the object? |
functional | booleanexpression | Is functional? |
grouptag | expression | Connection group tag |
hasbuildingtask | booleanexpression | Does the object have a build task assigned for it? |
hascommander | booleanexpression | Does the object have a commander |
hascontrolentity | controlpost 7 | Does the object have a control entity of the specified post |
hascontrolpanel | controlpaneltypelookup 18 | Room has a control panel of the specified type |
hasfixedconstructionNEW | booleanexpression | Are either the planned or current construction sequence of this object flagged as fixed? |
hasgravidarobscuringregion | booleanexpression | Does the sector contain a gravidar obscuring region? |
hashazardousregion | booleanexpression | Does the sector contain a hazardous region? |
hasjob | booleanexpression | Does the ship have a job |
hasmasstraffic | hasmasstraffic | Is the station connected to a mass traffic network? |
hasstagedconstructionNEW | booleanexpression | Do either the planned or current construction sequence of this object have stages? |
hastradeoffer | booleanexpression | Component contains a trade offer? |
haswalkableroom | booleanexpression | Does the controllable object, module or room contain any walkable rooms (includes the room itself in the room case), i.e. accessible to the player and NPCs? |
headquarters | booleanexpression | Is the station a headquarters |
hullinvulnerable | booleanexpression | Is hull invulnerable, i.e it cannot take take damage? |
indestructible | booleanexpression | Can the object not be destroyed through damage? |
integrated | booleanexpression | Is integrated to the parent? (built-in component) |
internallystored | booleanexpression | Is the object internally stored in a dockingbay? |
invulnerable | booleanexpression | Is either hull or shield invulnerable, i.e it cannot take damage? Note: An object can be vulnerable but still indestructible. |
ishostileto | expression | Do mutual object relations and fire authorisations allow either side to attack (see mayattack and maybeattackedby). |
isinliveview | booleanexpression | Is the object visible on the player's gravidar or by any player-owned object |
job | expression | Job identification string or list of job ID strings |
jobspacefor | expression | Is this space suitable for a job ship to be based in? (jobship or job ID) |
jobtags | expression | Tag or list of tags to compare with the defined job category tags |
known | booleanexpression | Known to player? |
knownto | factionexprlookup 30 | Known to faction? (Faction or list of factions) |
landmark | booleanexpression | Is a landmark object |
locationtag | expression | Tag or list of tags that this space or its parent spaces must have as location tags |
locationtagany | expression | Tag or list of tags that this space or its parent spaces must have at least one as location tags |
lockedNEW | booleanexpression | Is the object locked? Applicable to room, datavault and signalleak. |
macro | expression | Macro or list of macros |
masstraffic | booleanexpression | Is object from mass traffic? |
mayattack | expression | Does this object's relation and fire authorisation override allow it to attack supplied object or faction. Unless active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and supplied object has primarypurpose.fight. |
maybeattackedby | expression | May this object be attacked by supplied object or faction based on that faction's relation and fire authorisation override. Unless supplied object's active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and this object has primarypurpose.fight |
missionactor | booleanexpression | Is the actor a mission actor? |
module | booleanexpression | Is a module? |
needsrepair | booleanexpression | Damaged components that are no longer functional and can be repaired (exclusive with 'restorable' and 'repairable') |
negateownerfilter | booleanexpression | Treat owner, trueowner or coverowner as "not"-list? |
normalcluster ≤ 8.00 | booleanexpression | Include only normal clusters (not presentation cluster, not venturer cluster)? |
normalzone | booleanexpression | Include only currently normal zones (not temporary, not gate zone and not highway)? If originally a temporary zone this zone may revert back to a tempzone or be removed, depending on its contents. |
npctemplate | expression | |
numfreeactorslots | expression | Minimum number of free actor slots (deprecated and ignored) |
onlineobject | booleanexpression | Is object an online object? |
owner | owners 30 | Owner faction, or list of owner factions |
paused | booleanexpression | Is the object 'paused' for any reason? Applicable for production modules. |
pausedmanually | booleanexpression | Is the object manually 'paused'? Applicable for production modules. |
personalextension | expression | Source extension id (personal extension) |
physicsareready | booleanexpression | Are all collision meshes for this component are loaded and ready? |
piratebase | booleanexpression | Is the station a pirate base |
planneddefencestation | booleanexpression | Is the station a planned defence station, taking future modules into accounts |
plannedequipmentdock | booleanexpression | Is the station a planned equipment dock, taking future modules into accounts |
plannedfactionheadquarters | booleanexpression | Is the station a planned faction headquarters |
plannedheadquarters | booleanexpression | Is the station a planned headquarters |
plannedpiratebase | booleanexpression | Is the station a planned piratebase |
plannedrecyclingfacility | booleanexpression | Is the station a planned recycling facility with a processing module, taking future modules into accounts |
plannedshipyard | booleanexpression | Is the station a planned shipyard, taking future modules into accounts |
plannedtradestation | booleanexpression | Is the station a planned trade station |
plannedwharf | booleanexpression | Is the station a planned wharf, taking future modules into accounts |
policefaction | owners 30 | Owner faction, or list of owner factions |
primarypurpose | purposelookup 19 | Primary purpose |
race | race 9 | Race (species) |
reachablefrom | expression | Is the component reachable from this component via a path through the galaxy? (note: this component does not have to be mobile) |
recyclingfacility | booleanexpression | Is the station a recycling facility with a processing module |
regionobject | booleanexpression | Is object from a region? |
repairable | booleanexpression | Damaged components that can be repaired but may still be functional (exclusive with 'restorable' and 'needsrepair') |
representative | booleanexpression | Is the actor a faction representative? |
requestedjobship | booleanexpression | Is the ship a requested job ship? |
restorable | booleanexpression | Wrecked components that can be restored (exclusive with 'repairable' and 'needsrepair') |
roompopulationtype | roompopulationtypeexprlookup 8 | Room population type |
roomtype | roomtypeexprlookup 19 | Room type |
shieldgrouptag | expression | Group tag of the shield group (use null to filter for untagged shield groups) |
shieldinvulnerable | booleanexpression | Is shield invulnerable, i.e it cannot take damage? |
shiptype | shiptypeexprlookup 33 | Ship type |
shipyard | booleanexpression | Is the station a shipyard (i.e. it can build capital ships) |
signalleaktype | signalleaktypelookup 4 | Signal Leak type |
state | componentstateexprlookup 3 | State of component |
stationtype | stationtypeexprlookup 10 | Station type |
subordinatejobship | booleanexpression | Is the ship's job a subordinate job? |
superhighwaygate | booleanexpression | Is the highway gate connected to a super highway? Otherwise is it connected to a local highway? |
surfaceelement | booleanexpression | Is a surface element? |
suspicious ≤ 8.00 | booleanexpression | Suspicious? |
tag | expression | Connection tag |
temporaryentity | booleanexpression | Is the actor temporary? |
tempzone | booleanexpression | Include temporary zones? |
tradesknownto | factionexprlookup 30 | Does the provided faction have knowledge of trade offers of the container? |
tradestation | booleanexpression | Is the station a trade station |
truecoalition ≤ 8.00 | expression | Is the true owning faction a member of the coalition with this ID? |
trueowner | owners 30 | Owner faction, or list of owner factions |
unit | booleanexpression | Is the object a unit |
validjobship | booleanexpression | Is the ship and those in its command structure organised correctly, as defined by their jobs? |
venture | expression | If the object is on a venture, match by a venture ID string or a list of ID strings |
visitor | booleanexpression | Is object a visitor? |
walkable | booleanexpression | Is the room walkable, i.e. accessible to the player and NPCs? |
waretransport | waretransportlookup 10 | Can carry this waretransport type or list of waretransport types (can find containers or storage modules) |
weaponmode | weaponmodelookup 11 | Weapon mode |
weapontype | weapontypelookup 4 | Weapon type |
wharf | booleanexpression | Is the station a wharf (i.e. it can build non-capital ships) |
98 attributes, used by 3 commands
| Attribute | Type | Description |
|---|---|---|
accelerator | booleanexpression | Is the gate an accelerator |
accessgrantedto | factionexprlookup 30 | Does the sector owner currently grant access to the provided faction? |
accessrestrictedto | factionexprlookup 30 | Does the sector owner currently restrict access to the provided faction? |
active | booleanexpression | Is the object 'active'? |
building | booleanexpression | Is build module currently building |
busy | booleanexpression | Is build module or build processor currently busy |
canbebuiltby | expression | Can be built by this object? |
canbebuiltbyany | expression | Can be built by any of these objects? (list or group) |
canbedismantled | booleanexpression | Can the component currently be dismantled? |
canbelivestreamed | booleanexpression | Is the object currently suitable to be featured in a live stream? |
canbepickedup | booleanexpression | Can object be picked up by another object? |
canbetowed | booleanexpression | Can the component be towed? |
canbuildclass | expression | Can build class? If null, filter is not applied. |
canbuildequipment | expression | Can build equipment ware (or list of wares)? |
canbuildfor | factionexprlookup 30 | Does the object allow the provided faction to build |
canbuildmacro | expression | Can build macro? |
canbuildships | booleanexpression | Can build ships? (finds containers, not build modules) |
canequipclass | expression | Can equip class? If null, filter is not applied. |
canequipships | expression | Can equip ships? (finds containers, not build modules) |
canhavedynamicinterior | booleanexpression | Can a dynamic interior be created on the object? |
canhaveofferlocation | expression | Offer tag |
cansupplyclass | expression | Can supply class? If null, filter is not applied. |
cansupplyships | expression | Can supply ships? (finds containers, not build modules) |
capturable | booleanexpression | Is the object capturable, either via signalleak (S sized) or via boarding (M+ sized) |
checkoperational | booleanexpression | Should the search be restricted to operational objects? If yes, this is equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_...>) or condition elements (e.g. <count_...>), so it is true by default and can be disabled by supplying checkoperational="false". On any sub-elements (e.g. <match...>) it is false by default, so also non-operational objects are matched by default (unless already filtered out elsewhere). If the state attribute is present on a node, checkoperational is ignored. |
coalition ≤ 8.00 | expression | Is the apparent owning faction a member of the coalition with this ID? |
commandeerable | booleanexpression | Is the object commandeerable |
covered | booleanexpression | Is the object covered? |
coverowner | owners 30 | Owner faction, or list of owner factions |
datavault | booleanexpression | Is a data vault object |
deployable | booleanexpression | Is a deployable object |
deployablecategory | deployablecategorylookup 5 | Deployable category |
destination | expression | Leads to this destination? (could be space, gate or highway exit gate) |
excluded | expression | Component, list of components or a group to exclude from being found |
extension | expression | Source extension id (standard extension) |
freemissionactorslot | freemissionactorslot | Is a free slot for a mission actor NPC required? |
freemissionofferslot | booleanexpression | Is a free mission offer location available at the container? |
freesignalleakslot | booleanexpression | Is a free signal leak location available at the object? |
functional | booleanexpression | Is functional? |
grouptag | expression | Connection group tag |
hasbuildingtask | booleanexpression | Does the object have a build task assigned for it? |
hascommander | booleanexpression | Does the object have a commander |
hascontrolentity | controlpost 7 | Does the object have a control entity of the specified post |
hasfixedconstructionNEW | booleanexpression | Are either the planned or current construction sequence of this object flagged as fixed? |
hasstagedconstructionNEW | booleanexpression | Do either the planned or current construction sequence of this object have stages? |
hastradeoffer | booleanexpression | Component contains a trade offer? |
haswalkableroom | booleanexpression | Does the controllable object, module or room contain any walkable rooms (includes the room itself in the room case), i.e. accessible to the player and NPCs? |
hullinvulnerable | booleanexpression | Is hull invulnerable, i.e it cannot take take damage? |
indestructible | booleanexpression | Can the object not be destroyed through damage? |
integrated | booleanexpression | Is integrated to the parent? (built-in component) |
internallystored | booleanexpression | Is the object internally stored in a dockingbay? |
invulnerable | booleanexpression | Is either hull or shield invulnerable, i.e it cannot take damage? Note: An object can be vulnerable but still indestructible. |
ishostileto | expression | Do mutual object relations and fire authorisations allow either side to attack (see mayattack and maybeattackedby). |
isinliveview | booleanexpression | Is the object visible on the player's gravidar or by any player-owned object |
jobspacefor | expression | Is this space suitable for a job ship to be based in? (jobship or job ID) |
known | booleanexpression | Known to player? |
knownto | factionexprlookup 30 | Known to faction? (Faction or list of factions) |
landmark | booleanexpression | Is a landmark object |
locationtag | expression | Tag or list of tags that this space or its parent spaces must have as location tags |
locationtagany | expression | Tag or list of tags that this space or its parent spaces must have at least one as location tags |
lockedNEW | booleanexpression | Is the object locked? Applicable to room, datavault and signalleak. |
macro | expression | Macro or list of macros |
masstraffic | booleanexpression | Is object from mass traffic? |
mayattack | expression | Does this object's relation and fire authorisation override allow it to attack supplied object or faction. Unless active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and supplied object has primarypurpose.fight. |
maybeattackedby | expression | May this object be attacked by supplied object or faction based on that faction's relation and fire authorisation override. Unless supplied object's active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and this object has primarypurpose.fight |
module | booleanexpression | Is a module? |
negateownerfilter | booleanexpression | Treat owner, trueowner or coverowner as "not"-list? |
normalcluster ≤ 8.00 | booleanexpression | Include only normal clusters (not presentation cluster, not venturer cluster)? |
numfreeactorslots | expression | Minimum number of free actor slots (deprecated and ignored) |
onlineobject | booleanexpression | Is object an online object? |
owner | owners 30 | Owner faction, or list of owner factions |
paused | booleanexpression | Is the object 'paused' for any reason? Applicable for production modules. |
pausedmanually | booleanexpression | Is the object manually 'paused'? Applicable for production modules. |
personalextension | expression | Source extension id (personal extension) |
physicsareready | booleanexpression | Are all collision meshes for this component are loaded and ready? |
policefaction | owners 30 | Owner faction, or list of owner factions |
primarypurpose | purposelookup 19 | Primary purpose |
reachablefrom | expression | Is the component reachable from this component via a path through the galaxy? (note: this component does not have to be mobile) |
regionobject | booleanexpression | Is object from a region? |
roompopulationtype | roompopulationtypeexprlookup 8 | Room population type |
shieldgrouptag | expression | Group tag of the shield group (use null to filter for untagged shield groups) |
shieldinvulnerable | booleanexpression | Is shield invulnerable, i.e it cannot take damage? |
signalleaktype | signalleaktypelookup 4 | Signal Leak type |
state | componentstateexprlookup 3 | State of component |
superhighwaygate | booleanexpression | Is the highway gate connected to a super highway? Otherwise is it connected to a local highway? |
surfaceelement | booleanexpression | Is a surface element? |
suspicious ≤ 8.00 | booleanexpression | Suspicious? |
tag | expression | Connection tag |
tradesknownto | factionexprlookup 30 | Does the provided faction have knowledge of trade offers of the container? |
truecoalition ≤ 8.00 | expression | Is the true owning faction a member of the coalition with this ID? |
trueowner | owners 30 | Owner faction, or list of owner factions |
unit | booleanexpression | Is the object a unit |
venture | expression | If the object is on a venture, match by a venture ID string or a list of ID strings |
visitor | booleanexpression | Is object a visitor? |
walkable | booleanexpression | Is the room walkable, i.e. accessible to the player and NPCs? |
waretransport | waretransportlookup 10 | Can carry this waretransport type or list of waretransport types (can find containers or storage modules) |
weaponmode | weaponmodelookup 11 | Weapon mode |
weapontype | weapontypelookup 4 | Weapon type |
4 attributes, used by 24 commands
Game versionsnew in 9.00
| Attribute | Type | Description |
|---|---|---|
explorationclusterNEW | booleanexpression | Include exploration clusters and items in them? Default is false. Only used if the searched space is the galaxy. Can be used in conjunction with other cluster attributes (normalcluster, presentationcluster, venturercluster). |
normalclusterNEW | booleanexpression | Include normal clusters (not presentation cluster, not venturer cluster, not exploration cluster) and items in them? Default is true if no cluster attributes are provided (neither this nor the other ones), false if any are provided. Only used if the searched space is the galaxy. Can be used in conjunction with other cluster attributes (presentationcluster, venturercluster, explorationcluster). NOTE: Setting normalcluster="false" does not automatically include non-normal clusters. |
presentationclusterNEW | booleanexpression | Include presentation clusters and items in them? Default is false. Only used if the searched space is the galaxy. Can be used in conjunction with other cluster attributes (normalcluster, venturercluster, explorationcluster). |
venturerclusterNEW | booleanexpression | Include venturer clusters and items in them? Default is false. Only used if the searched space is the galaxy. Can be used in conjunction with other cluster attributes (normalcluster, presentationcluster, explorationcluster). |
104 attributes, used by 0 commands
| Attribute | Type | Description |
|---|---|---|
accelerator | booleanexpression | Is the gate an accelerator |
active | booleanexpression | Is the object 'active'? |
building | booleanexpression | Is build module currently building |
busy | booleanexpression | Is build module or build processor currently busy |
canbebuiltby | expression | Can be built by this object? |
canbebuiltbyany | expression | Can be built by any of these objects? (list or group) |
canbedismantled | booleanexpression | Can the component currently be dismantled? |
canbelivestreamed | booleanexpression | Is the object currently suitable to be featured in a live stream? |
canbepickedup | booleanexpression | Can object be picked up by another object? |
canbetowed | booleanexpression | Can the component be towed? |
canbuildclass | expression | Can build class? If null, filter is not applied. |
canbuildequipment | expression | Can build equipment ware (or list of wares)? |
canbuildfor | factionexprlookup 30 | Does the object allow the provided faction to build |
canbuildmacro | expression | Can build macro? |
canbuildships | booleanexpression | Can build ships? (finds containers, not build modules) |
canequipclass | expression | Can equip class? If null, filter is not applied. |
canequipships | expression | Can equip ships? (finds containers, not build modules) |
canhavedynamicinterior | booleanexpression | Can a dynamic interior be created on the object? |
canhaveofferlocation | expression | Offer tag |
cansupplyclass | expression | Can supply class? If null, filter is not applied. |
cansupplyships | expression | Can supply ships? (finds containers, not build modules) |
capturable | booleanexpression | Is the object capturable, either via signalleak (S sized) or via boarding (M+ sized) |
checkoperational | booleanexpression | Should the search be restricted to operational objects? If yes, this is equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_...>) or condition elements (e.g. <count_...>), so it is true by default and can be disabled by supplying checkoperational="false". On any sub-elements (e.g. <match...>) it is false by default, so also non-operational objects are matched by default (unless already filtered out elsewhere). If the state attribute is present on a node, checkoperational is ignored. |
class | entityclasslookup 5 | Entity class or list of classes (do not use with 'exactclass') |
coalition ≤ 8.00 | expression | Is the apparent owning faction a member of the coalition with this ID? |
commandeerable | booleanexpression | Is the object commandeerable |
controlentity | booleanexpression | Is the actor a control entity? |
controlpost | controlpost 7 | Control post |
covered | booleanexpression | Is the object covered? |
coverowner | owners 30 | Owner faction, or list of owner factions |
datavault | booleanexpression | Is a data vault object |
deployable | booleanexpression | Is a deployable object |
deployablecategory | deployablecategorylookup 5 | Deployable category |
destination | expression | Leads to this destination? (could be space, gate or highway exit gate) |
diplomat | booleanexpression | Is the actor a faction diplomat? |
entityrole | entityrole 7 | Actor (entity) role |
entitytype | entitytype 6 | Actor (entity) type |
exactclass | entityclasslookup 5 | Entity's exact class (or list of classes), not taking subclasses into account (do not use with 'class') |
excluded | expression | Component, list of components or a group to exclude from being found |
extension | expression | Source extension id (standard extension) |
freemissionactorslot | freemissionactorslot | Is a free slot for a mission actor NPC required? |
freemissionofferslot | booleanexpression | Is a free mission offer location available at the container? |
freesignalleakslot | booleanexpression | Is a free signal leak location available at the object? |
functional | booleanexpression | Is functional? |
grouptag | expression | Connection group tag |
hasbuildingtask | booleanexpression | Does the object have a build task assigned for it? |
hascommander | booleanexpression | Does the object have a commander |
hascontrolentity | controlpost 7 | Does the object have a control entity of the specified post |
hasfixedconstructionNEW | booleanexpression | Are either the planned or current construction sequence of this object flagged as fixed? |
hasstagedconstructionNEW | booleanexpression | Do either the planned or current construction sequence of this object have stages? |
hastradeoffer | booleanexpression | Component contains a trade offer? |
haswalkableroom | booleanexpression | Does the controllable object, module or room contain any walkable rooms (includes the room itself in the room case), i.e. accessible to the player and NPCs? |
hullinvulnerable | booleanexpression | Is hull invulnerable, i.e it cannot take take damage? |
indestructible | booleanexpression | Can the object not be destroyed through damage? |
integrated | booleanexpression | Is integrated to the parent? (built-in component) |
internallystored | booleanexpression | Is the object internally stored in a dockingbay? |
invulnerable | booleanexpression | Is either hull or shield invulnerable, i.e it cannot take damage? Note: An object can be vulnerable but still indestructible. |
ishostileto | expression | Do mutual object relations and fire authorisations allow either side to attack (see mayattack and maybeattackedby). |
isinliveview | booleanexpression | Is the object visible on the player's gravidar or by any player-owned object |
known | booleanexpression | Known to player? |
knownto | factionexprlookup 30 | Known to faction? (Faction or list of factions) |
landmark | booleanexpression | Is a landmark object |
lockedNEW | booleanexpression | Is the object locked? Applicable to room, datavault and signalleak. |
macro | expression | Macro or list of macros |
masstraffic | booleanexpression | Is object from mass traffic? |
mayattack | expression | Does this object's relation and fire authorisation override allow it to attack supplied object or faction. Unless active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and supplied object has primarypurpose.fight. |
maybeattackedby | expression | May this object be attacked by supplied object or faction based on that faction's relation and fire authorisation override. Unless supplied object's active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and this object has primarypurpose.fight |
missionactor | booleanexpression | Is the actor a mission actor? |
module | booleanexpression | Is a module? |
negateownerfilter | booleanexpression | Treat owner, trueowner or coverowner as "not"-list? |
npctemplate | expression | |
numfreeactorslots | expression | Minimum number of free actor slots (deprecated and ignored) |
onlineobject | booleanexpression | Is object an online object? |
owner | owners 30 | Owner faction, or list of owner factions |
paused | booleanexpression | Is the object 'paused' for any reason? Applicable for production modules. |
pausedmanually | booleanexpression | Is the object manually 'paused'? Applicable for production modules. |
personalextension | expression | Source extension id (personal extension) |
physicsareready | booleanexpression | Are all collision meshes for this component are loaded and ready? |
policefaction | owners 30 | Owner faction, or list of owner factions |
primarypurpose | purposelookup 19 | Primary purpose |
race | race 9 | Race (species) |
reachablefrom | expression | Is the component reachable from this component via a path through the galaxy? (note: this component does not have to be mobile) |
regionobject | booleanexpression | Is object from a region? |
representative | booleanexpression | Is the actor a faction representative? |
roompopulationtype | roompopulationtypeexprlookup 8 | Room population type |
shieldgrouptag | expression | Group tag of the shield group (use null to filter for untagged shield groups) |
shieldinvulnerable | booleanexpression | Is shield invulnerable, i.e it cannot take damage? |
signalleaktype | signalleaktypelookup 4 | Signal Leak type |
state | componentstateexprlookup 3 | State of component |
superhighwaygate | booleanexpression | Is the highway gate connected to a super highway? Otherwise is it connected to a local highway? |
surfaceelement | booleanexpression | Is a surface element? |
suspicious ≤ 8.00 | booleanexpression | Suspicious? |
tag | expression | Connection tag |
temporaryentity | booleanexpression | Is the actor temporary? |
tradesknownto | factionexprlookup 30 | Does the provided faction have knowledge of trade offers of the container? |
truecoalition ≤ 8.00 | expression | Is the true owning faction a member of the coalition with this ID? |
trueowner | owners 30 | Owner faction, or list of owner factions |
unit | booleanexpression | Is the object a unit |
venture | expression | If the object is on a venture, match by a venture ID string or a list of ID strings |
visitor | booleanexpression | Is object a visitor? |
walkable | booleanexpression | Is the room walkable, i.e. accessible to the player and NPCs? |
waretransport | waretransportlookup 10 | Can carry this waretransport type or list of waretransport types (can find containers or storage modules) |
weaponmode | weaponmodelookup 11 | Weapon mode |
weapontype | weapontypelookup 4 | Weapon type |
127 attributes, used by 12 commands
| Attribute | Type | Description |
|---|---|---|
accelerator | booleanexpression | Is the gate an accelerator |
active | booleanexpression | Is the object 'active'? |
building | booleanexpression | Is build module currently building |
busy | booleanexpression | Is build module or build processor currently busy |
canbebuiltby | expression | Can be built by this object? |
canbebuiltbyany | expression | Can be built by any of these objects? (list or group) |
canbedismantled | booleanexpression | Can the component currently be dismantled? |
canbelivestreamed | booleanexpression | Is the object currently suitable to be featured in a live stream? |
canbepickedup | booleanexpression | Can object be picked up by another object? |
canbetowed | booleanexpression | Can the component be towed? |
canbuildclass | expression | Can build class? If null, filter is not applied. |
canbuildequipment | expression | Can build equipment ware (or list of wares)? |
canbuildfor | factionexprlookup 30 | Does the object allow the provided faction to build |
canbuildmacro | expression | Can build macro? |
canbuildships | booleanexpression | Can build ships? (finds containers, not build modules) |
canclaimownership | booleanexpression | Is the station capable of claiming ownership of a space? |
canequipclass | expression | Can equip class? If null, filter is not applied. |
canequipships | expression | Can equip ships? (finds containers, not build modules) |
canhavedynamicinterior | booleanexpression | Can a dynamic interior be created on the object? |
canhaveofferlocation | expression | Offer tag |
cansupplyclass | expression | Can supply class? If null, filter is not applied. |
cansupplyships | expression | Can supply ships? (finds containers, not build modules) |
capturable | booleanexpression | Is the object capturable, either via signalleak (S sized) or via boarding (M+ sized) |
checkoperational | booleanexpression | Should the search be restricted to operational objects? If yes, this is equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_...>) or condition elements (e.g. <count_...>), so it is true by default and can be disabled by supplying checkoperational="false". On any sub-elements (e.g. <match...>) it is false by default, so also non-operational objects are matched by default (unless already filtered out elsewhere). If the state attribute is present on a node, checkoperational is ignored. |
class | objectclasslookup 31 | Object class or list of classes (do not use with 'exactclass') |
coalition ≤ 8.00 | expression | Is the apparent owning faction a member of the coalition with this ID? |
commandeerable | booleanexpression | Is the object commandeerable |
covered | booleanexpression | Is the object covered? |
coverowner | owners 30 | Owner faction, or list of owner factions |
datavault | booleanexpression | Is a data vault object |
defencestation | booleanexpression | Is the station a defence station |
deployable | booleanexpression | Is a deployable object |
deployablecategory | deployablecategorylookup 5 | Deployable category |
destination | expression | Leads to this destination? (could be space, gate or highway exit gate) |
docked | docked | Ship is docked or parked at another object, including internal storage and piers |
encounterid | expression | Encounter identification string or list of encounter ID strings |
encountership | booleanexpression | Is the ship an encounter job ship? |
equipmentdock | booleanexpression | Is the station an equipment dock (i.e. it can change loadouts, but not build ships from scratch) |
exactclass | objectclasslookup 31 | Object's exact class (or list of classes), not taking subclasses into account (do not use with 'class') |
excluded | expression | Component, list of components or a group to exclude from being found |
extension | expression | Source extension id (standard extension) |
factionheadquarters | booleanexpression | Is the station a faction headquarters |
freemissionactorslot | freemissionactorslot | Is a free slot for a mission actor NPC required? |
freemissionofferslot | booleanexpression | Is a free mission offer location available at the container? |
freesignalleakslot | booleanexpression | Is a free signal leak location available at the object? |
functional | booleanexpression | Is functional? |
godentrytags | expression | Tag or list of tags to compare with the defined god entry category tags |
godobjectentry | expression | God object entry identification string or list of god object entry ID strings |
grouptag | expression | Connection group tag |
hasbuildingtask | booleanexpression | Does the object have a build task assigned for it? |
hascommander | booleanexpression | Does the object have a commander |
hascontrolentity | controlpost 7 | Does the object have a control entity of the specified post |
hasfixedconstructionNEW | booleanexpression | Are either the planned or current construction sequence of this object flagged as fixed? |
hasjob | booleanexpression | Does the ship have a job |
hasmasstraffic | hasmasstraffic | Is the station connected to a mass traffic network? |
hasstagedconstructionNEW | booleanexpression | Do either the planned or current construction sequence of this object have stages? |
hastradeoffer | booleanexpression | Component contains a trade offer? |
haswalkableroom | booleanexpression | Does the controllable object, module or room contain any walkable rooms (includes the room itself in the room case), i.e. accessible to the player and NPCs? |
headquarters | booleanexpression | Is the station a headquarters |
hullinvulnerable | booleanexpression | Is hull invulnerable, i.e it cannot take take damage? |
indestructible | booleanexpression | Can the object not be destroyed through damage? |
integrated | booleanexpression | Is integrated to the parent? (built-in component) |
internallystored | booleanexpression | Is the object internally stored in a dockingbay? |
invulnerable | booleanexpression | Is either hull or shield invulnerable, i.e it cannot take damage? Note: An object can be vulnerable but still indestructible. |
ishostileto | expression | Do mutual object relations and fire authorisations allow either side to attack (see mayattack and maybeattackedby). |
isinliveview | booleanexpression | Is the object visible on the player's gravidar or by any player-owned object |
job | expression | Job identification string or list of job ID strings |
jobtags | expression | Tag or list of tags to compare with the defined job category tags |
known | booleanexpression | Known to player? |
knownto | factionexprlookup 30 | Known to faction? (Faction or list of factions) |
landmark | booleanexpression | Is a landmark object |
lockedNEW | booleanexpression | Is the object locked? Applicable to room, datavault and signalleak. |
macro | expression | Macro or list of macros |
masstraffic | booleanexpression | Is object from mass traffic? |
mayattack | expression | Does this object's relation and fire authorisation override allow it to attack supplied object or faction. Unless active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and supplied object has primarypurpose.fight. |
maybeattackedby | expression | May this object be attacked by supplied object or faction based on that faction's relation and fire authorisation override. Unless supplied object's active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and this object has primarypurpose.fight |
module | booleanexpression | Is a module? |
negateownerfilter | booleanexpression | Treat owner, trueowner or coverowner as "not"-list? |
numfreeactorslots | expression | Minimum number of free actor slots (deprecated and ignored) |
onlineobject | booleanexpression | Is object an online object? |
owner | owners 30 | Owner faction, or list of owner factions |
paused | booleanexpression | Is the object 'paused' for any reason? Applicable for production modules. |
pausedmanually | booleanexpression | Is the object manually 'paused'? Applicable for production modules. |
personalextension | expression | Source extension id (personal extension) |
physicsareready | booleanexpression | Are all collision meshes for this component are loaded and ready? |
piratebase | booleanexpression | Is the station a pirate base |
planneddefencestation | booleanexpression | Is the station a planned defence station, taking future modules into accounts |
plannedequipmentdock | booleanexpression | Is the station a planned equipment dock, taking future modules into accounts |
plannedfactionheadquarters | booleanexpression | Is the station a planned faction headquarters |
plannedheadquarters | booleanexpression | Is the station a planned headquarters |
plannedpiratebase | booleanexpression | Is the station a planned piratebase |
plannedrecyclingfacility | booleanexpression | Is the station a planned recycling facility with a processing module, taking future modules into accounts |
plannedshipyard | booleanexpression | Is the station a planned shipyard, taking future modules into accounts |
plannedtradestation | booleanexpression | Is the station a planned trade station |
plannedwharf | booleanexpression | Is the station a planned wharf, taking future modules into accounts |
policefaction | owners 30 | Owner faction, or list of owner factions |
primarypurpose | purposelookup 19 | Primary purpose |
reachablefrom | expression | Is the component reachable from this component via a path through the galaxy? (note: this component does not have to be mobile) |
recyclingfacility | booleanexpression | Is the station a recycling facility with a processing module |
regionobject | booleanexpression | Is object from a region? |
requestedjobship | booleanexpression | Is the ship a requested job ship? |
roompopulationtype | roompopulationtypeexprlookup 8 | Room population type |
shieldgrouptag | expression | Group tag of the shield group (use null to filter for untagged shield groups) |
shieldinvulnerable | booleanexpression | Is shield invulnerable, i.e it cannot take damage? |
shiptype | shiptypeexprlookup 33 | Ship type |
shipyard | booleanexpression | Is the station a shipyard (i.e. it can build capital ships) |
signalleaktype | signalleaktypelookup 4 | Signal Leak type |
state | componentstateexprlookup 3 | State of component |
stationtype | stationtypeexprlookup 10 | Station type |
subordinatejobship | booleanexpression | Is the ship's job a subordinate job? |
superhighwaygate | booleanexpression | Is the highway gate connected to a super highway? Otherwise is it connected to a local highway? |
surfaceelement | booleanexpression | Is a surface element? |
suspicious ≤ 8.00 | booleanexpression | Suspicious? |
tag | expression | Connection tag |
tradesknownto | factionexprlookup 30 | Does the provided faction have knowledge of trade offers of the container? |
tradestation | booleanexpression | Is the station a trade station |
truecoalition ≤ 8.00 | expression | Is the true owning faction a member of the coalition with this ID? |
trueowner | owners 30 | Owner faction, or list of owner factions |
unit | booleanexpression | Is the object a unit |
validjobship | booleanexpression | Is the ship and those in its command structure organised correctly, as defined by their jobs? |
venture | expression | If the object is on a venture, match by a venture ID string or a list of ID strings |
visitor | booleanexpression | Is object a visitor? |
walkable | booleanexpression | Is the room walkable, i.e. accessible to the player and NPCs? |
waretransport | waretransportlookup 10 | Can carry this waretransport type or list of waretransport types (can find containers or storage modules) |
weaponmode | weaponmodelookup 11 | Weapon mode |
weapontype | weapontypelookup 4 | Weapon type |
wharf | booleanexpression | Is the station a wharf (i.e. it can build non-capital ships) |
96 attributes, used by 2 commands
| Attribute | Type | Description |
|---|---|---|
accelerator | booleanexpression | Is the gate an accelerator |
active | booleanexpression | Is the object 'active'? |
building | booleanexpression | Is build module currently building |
busy | booleanexpression | Is build module or build processor currently busy |
canbebuiltby | expression | Can be built by this object? |
canbebuiltbyany | expression | Can be built by any of these objects? (list or group) |
canbedismantled | booleanexpression | Can the component currently be dismantled? |
canbelivestreamed | booleanexpression | Is the object currently suitable to be featured in a live stream? |
canbepickedup | booleanexpression | Can object be picked up by another object? |
canbetowed | booleanexpression | Can the component be towed? |
canbuildclass | expression | Can build class? If null, filter is not applied. |
canbuildequipment | expression | Can build equipment ware (or list of wares)? |
canbuildfor | factionexprlookup 30 | Does the object allow the provided faction to build |
canbuildmacro | expression | Can build macro? |
canbuildships | booleanexpression | Can build ships? (finds containers, not build modules) |
canequipclass | expression | Can equip class? If null, filter is not applied. |
canequipships | expression | Can equip ships? (finds containers, not build modules) |
canhavedynamicinterior | booleanexpression | Can a dynamic interior be created on the object? |
canhaveofferlocation | expression | Offer tag |
cansupplyclass | expression | Can supply class? If null, filter is not applied. |
cansupplyships | expression | Can supply ships? (finds containers, not build modules) |
capturable | booleanexpression | Is the object capturable, either via signalleak (S sized) or via boarding (M+ sized) |
checkoperational | booleanexpression | Should the search be restricted to operational objects? If yes, this is equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_...>) or condition elements (e.g. <count_...>), so it is true by default and can be disabled by supplying checkoperational="false". On any sub-elements (e.g. <match...>) it is false by default, so also non-operational objects are matched by default (unless already filtered out elsewhere). If the state attribute is present on a node, checkoperational is ignored. |
class | roomclasslookup 5 | Room class or list of classes (do not use in conjunction with 'exactclass' attribute) |
coalition ≤ 8.00 | expression | Is the apparent owning faction a member of the coalition with this ID? |
commandeerable | booleanexpression | Is the object commandeerable |
covered | booleanexpression | Is the object covered? |
coverowner | owners 30 | Owner faction, or list of owner factions |
datavault | booleanexpression | Is a data vault object |
deployable | booleanexpression | Is a deployable object |
deployablecategory | deployablecategorylookup 5 | Deployable category |
destination | expression | Leads to this destination? (could be space, gate or highway exit gate) |
exactclass | roomclasslookup 5 | Room's exact class or list of exact classes, not taking subclasses into account (do not use in conjunction with 'class' attribute) |
excluded | expression | Component, list of components or a group to exclude from being found |
extension | expression | Source extension id (standard extension) |
freemissionactorslot | freemissionactorslot | Is a free slot for a mission actor NPC required? |
freemissionofferslot | booleanexpression | Is a free mission offer location available at the container? |
freesignalleakslot | booleanexpression | Is a free signal leak location available at the object? |
functional | booleanexpression | Is functional? |
grouptag | expression | Connection group tag |
hasbuildingtask | booleanexpression | Does the object have a build task assigned for it? |
hascommander | booleanexpression | Does the object have a commander |
hascontrolentity | controlpost 7 | Does the object have a control entity of the specified post |
hascontrolpanel | controlpaneltypelookup 18 | Room has a control panel of the specified type |
hasfixedconstructionNEW | booleanexpression | Are either the planned or current construction sequence of this object flagged as fixed? |
hasstagedconstructionNEW | booleanexpression | Do either the planned or current construction sequence of this object have stages? |
hastradeoffer | booleanexpression | Component contains a trade offer? |
haswalkableroom | booleanexpression | Does the controllable object, module or room contain any walkable rooms (includes the room itself in the room case), i.e. accessible to the player and NPCs? |
hullinvulnerable | booleanexpression | Is hull invulnerable, i.e it cannot take take damage? |
indestructible | booleanexpression | Can the object not be destroyed through damage? |
integrated | booleanexpression | Is integrated to the parent? (built-in component) |
internallystored | booleanexpression | Is the object internally stored in a dockingbay? |
invulnerable | booleanexpression | Is either hull or shield invulnerable, i.e it cannot take damage? Note: An object can be vulnerable but still indestructible. |
ishostileto | expression | Do mutual object relations and fire authorisations allow either side to attack (see mayattack and maybeattackedby). |
isinliveview | booleanexpression | Is the object visible on the player's gravidar or by any player-owned object |
known | booleanexpression | Known to player? |
knownto | factionexprlookup 30 | Known to faction? (Faction or list of factions) |
landmark | booleanexpression | Is a landmark object |
lockedNEW | booleanexpression | Is the object locked? Applicable to room, datavault and signalleak. |
macro | expression | Macro or list of macros |
masstraffic | booleanexpression | Is object from mass traffic? |
mayattack | expression | Does this object's relation and fire authorisation override allow it to attack supplied object or faction. Unless active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and supplied object has primarypurpose.fight. |
maybeattackedby | expression | May this object be attacked by supplied object or faction based on that faction's relation and fire authorisation override. Unless supplied object's active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and this object has primarypurpose.fight |
module | booleanexpression | Is a module? |
negateownerfilter | booleanexpression | Treat owner, trueowner or coverowner as "not"-list? |
numfreeactorslots | expression | Minimum number of free actor slots (deprecated and ignored) |
onlineobject | booleanexpression | Is object an online object? |
owner | owners 30 | Owner faction, or list of owner factions |
paused | booleanexpression | Is the object 'paused' for any reason? Applicable for production modules. |
pausedmanually | booleanexpression | Is the object manually 'paused'? Applicable for production modules. |
personalextension | expression | Source extension id (personal extension) |
physicsareready | booleanexpression | Are all collision meshes for this component are loaded and ready? |
policefaction | owners 30 | Owner faction, or list of owner factions |
primarypurpose | purposelookup 19 | Primary purpose |
reachablefrom | expression | Is the component reachable from this component via a path through the galaxy? (note: this component does not have to be mobile) |
regionobject | booleanexpression | Is object from a region? |
roompopulationtype | roompopulationtypeexprlookup 8 | Room population type |
roomtype | roomtypeexprlookup 19 | Room type |
shieldgrouptag | expression | Group tag of the shield group (use null to filter for untagged shield groups) |
shieldinvulnerable | booleanexpression | Is shield invulnerable, i.e it cannot take damage? |
signalleaktype | signalleaktypelookup 4 | Signal Leak type |
state | componentstateexprlookup 3 | State of component |
superhighwaygate | booleanexpression | Is the highway gate connected to a super highway? Otherwise is it connected to a local highway? |
surfaceelement | booleanexpression | Is a surface element? |
suspicious ≤ 8.00 | booleanexpression | Suspicious? |
tag | expression | Connection tag |
tradesknownto | factionexprlookup 30 | Does the provided faction have knowledge of trade offers of the container? |
truecoalition ≤ 8.00 | expression | Is the true owning faction a member of the coalition with this ID? |
trueowner | owners 30 | Owner faction, or list of owner factions |
unit | booleanexpression | Is the object a unit |
venture | expression | If the object is on a venture, match by a venture ID string or a list of ID strings |
visitor | booleanexpression | Is object a visitor? |
walkable | booleanexpression | Is the room walkable, i.e. accessible to the player and NPCs? |
waretransport | waretransportlookup 10 | Can carry this waretransport type or list of waretransport types (can find containers or storage modules) |
weaponmode | weaponmodelookup 11 | Weapon mode |
weapontype | weapontypelookup 4 | Weapon type |
101 attributes, used by 3 commands
| Attribute | Type | Description |
|---|---|---|
accelerator | booleanexpression | Is the gate an accelerator |
accessgrantedto | factionexprlookup 30 | Does the sector owner currently grant access to the provided faction? |
accessrestrictedto | factionexprlookup 30 | Does the sector owner currently restrict access to the provided faction? |
active | booleanexpression | Is the object 'active'? |
building | booleanexpression | Is build module currently building |
busy | booleanexpression | Is build module or build processor currently busy |
canbebuiltby | expression | Can be built by this object? |
canbebuiltbyany | expression | Can be built by any of these objects? (list or group) |
canbedismantled | booleanexpression | Can the component currently be dismantled? |
canbelivestreamed | booleanexpression | Is the object currently suitable to be featured in a live stream? |
canbepickedup | booleanexpression | Can object be picked up by another object? |
canbetowed | booleanexpression | Can the component be towed? |
canbuildclass | expression | Can build class? If null, filter is not applied. |
canbuildequipment | expression | Can build equipment ware (or list of wares)? |
canbuildfor | factionexprlookup 30 | Does the object allow the provided faction to build |
canbuildmacro | expression | Can build macro? |
canbuildships | booleanexpression | Can build ships? (finds containers, not build modules) |
canequipclass | expression | Can equip class? If null, filter is not applied. |
canequipships | expression | Can equip ships? (finds containers, not build modules) |
canhavedynamicinterior | booleanexpression | Can a dynamic interior be created on the object? |
canhaveofferlocation | expression | Offer tag |
cansupplyclass | expression | Can supply class? If null, filter is not applied. |
cansupplyships | expression | Can supply ships? (finds containers, not build modules) |
capturable | booleanexpression | Is the object capturable, either via signalleak (S sized) or via boarding (M+ sized) |
checkoperational | booleanexpression | Should the search be restricted to operational objects? If yes, this is equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_...>) or condition elements (e.g. <count_...>), so it is true by default and can be disabled by supplying checkoperational="false". On any sub-elements (e.g. <match...>) it is false by default, so also non-operational objects are matched by default (unless already filtered out elsewhere). If the state attribute is present on a node, checkoperational is ignored. |
coalition ≤ 8.00 | expression | Is the apparent owning faction a member of the coalition with this ID? |
commandeerable | booleanexpression | Is the object commandeerable |
contested | booleanexpression | Is the sector contested? |
contestedby | factionexprlookup 30 | Is the sector contested by provided faction? |
covered | booleanexpression | Is the object covered? |
coverowner | owners 30 | Owner faction, or list of owner factions |
datavault | booleanexpression | Is a data vault object |
deployable | booleanexpression | Is a deployable object |
deployablecategory | deployablecategorylookup 5 | Deployable category |
destination | expression | Leads to this destination? (could be space, gate or highway exit gate) |
excluded | expression | Component, list of components or a group to exclude from being found |
extension | expression | Source extension id (standard extension) |
freemissionactorslot | freemissionactorslot | Is a free slot for a mission actor NPC required? |
freemissionofferslot | booleanexpression | Is a free mission offer location available at the container? |
freesignalleakslot | booleanexpression | Is a free signal leak location available at the object? |
functional | booleanexpression | Is functional? |
grouptag | expression | Connection group tag |
hasbuildingtask | booleanexpression | Does the object have a build task assigned for it? |
hascommander | booleanexpression | Does the object have a commander |
hascontrolentity | controlpost 7 | Does the object have a control entity of the specified post |
hasfixedconstructionNEW | booleanexpression | Are either the planned or current construction sequence of this object flagged as fixed? |
hasgravidarobscuringregion | booleanexpression | Does the sector contain a gravidar obscuring region? |
hashazardousregion | booleanexpression | Does the sector contain a hazardous region? |
hasstagedconstructionNEW | booleanexpression | Do either the planned or current construction sequence of this object have stages? |
hastradeoffer | booleanexpression | Component contains a trade offer? |
haswalkableroom | booleanexpression | Does the controllable object, module or room contain any walkable rooms (includes the room itself in the room case), i.e. accessible to the player and NPCs? |
hullinvulnerable | booleanexpression | Is hull invulnerable, i.e it cannot take take damage? |
indestructible | booleanexpression | Can the object not be destroyed through damage? |
integrated | booleanexpression | Is integrated to the parent? (built-in component) |
internallystored | booleanexpression | Is the object internally stored in a dockingbay? |
invulnerable | booleanexpression | Is either hull or shield invulnerable, i.e it cannot take damage? Note: An object can be vulnerable but still indestructible. |
ishostileto | expression | Do mutual object relations and fire authorisations allow either side to attack (see mayattack and maybeattackedby). |
isinliveview | booleanexpression | Is the object visible on the player's gravidar or by any player-owned object |
jobspacefor | expression | Is this space suitable for a job ship to be based in? (jobship or job ID) |
known | booleanexpression | Known to player? |
knownto | factionexprlookup 30 | Known to faction? (Faction or list of factions) |
landmark | booleanexpression | Is a landmark object |
locationtag | expression | Tag or list of tags that this space or its parent spaces must have as location tags |
locationtagany | expression | Tag or list of tags that this space or its parent spaces must have at least one as location tags |
lockedNEW | booleanexpression | Is the object locked? Applicable to room, datavault and signalleak. |
macro | expression | Macro or list of macros |
masstraffic | booleanexpression | Is object from mass traffic? |
mayattack | expression | Does this object's relation and fire authorisation override allow it to attack supplied object or faction. Unless active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and supplied object has primarypurpose.fight. |
maybeattackedby | expression | May this object be attacked by supplied object or faction based on that faction's relation and fire authorisation override. Unless supplied object's active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and this object has primarypurpose.fight |
module | booleanexpression | Is a module? |
negateownerfilter | booleanexpression | Treat owner, trueowner or coverowner as "not"-list? |
numfreeactorslots | expression | Minimum number of free actor slots (deprecated and ignored) |
onlineobject | booleanexpression | Is object an online object? |
owner | owners 30 | Owner faction, or list of owner factions |
paused | booleanexpression | Is the object 'paused' for any reason? Applicable for production modules. |
pausedmanually | booleanexpression | Is the object manually 'paused'? Applicable for production modules. |
personalextension | expression | Source extension id (personal extension) |
physicsareready | booleanexpression | Are all collision meshes for this component are loaded and ready? |
policefaction | owners 30 | Owner faction, or list of owner factions |
primarypurpose | purposelookup 19 | Primary purpose |
reachablefrom | expression | Is the component reachable from this component via a path through the galaxy? (note: this component does not have to be mobile) |
regionobject | booleanexpression | Is object from a region? |
roompopulationtype | roompopulationtypeexprlookup 8 | Room population type |
shieldgrouptag | expression | Group tag of the shield group (use null to filter for untagged shield groups) |
shieldinvulnerable | booleanexpression | Is shield invulnerable, i.e it cannot take damage? |
signalleaktype | signalleaktypelookup 4 | Signal Leak type |
state | componentstateexprlookup 3 | State of component |
superhighwaygate | booleanexpression | Is the highway gate connected to a super highway? Otherwise is it connected to a local highway? |
surfaceelement | booleanexpression | Is a surface element? |
suspicious ≤ 8.00 | booleanexpression | Suspicious? |
tag | expression | Connection tag |
tradesknownto | factionexprlookup 30 | Does the provided faction have knowledge of trade offers of the container? |
truecoalition ≤ 8.00 | expression | Is the true owning faction a member of the coalition with this ID? |
trueowner | owners 30 | Owner faction, or list of owner factions |
unit | booleanexpression | Is the object a unit |
venture | expression | If the object is on a venture, match by a venture ID string or a list of ID strings |
visitor | booleanexpression | Is object a visitor? |
walkable | booleanexpression | Is the room walkable, i.e. accessible to the player and NPCs? |
waretransport | waretransportlookup 10 | Can carry this waretransport type or list of waretransport types (can find containers or storage modules) |
weaponmode | weaponmodelookup 11 | Weapon mode |
weapontype | weapontypelookup 4 | Weapon type |
104 attributes, used by 3 commands
| Attribute | Type | Description |
|---|---|---|
accelerator | booleanexpression | Is the gate an accelerator |
active | booleanexpression | Is the object 'active'? |
building | booleanexpression | Is build module currently building |
busy | booleanexpression | Is build module or build processor currently busy |
canbebuiltby | expression | Can be built by this object? |
canbebuiltbyany | expression | Can be built by any of these objects? (list or group) |
canbedismantled | booleanexpression | Can the component currently be dismantled? |
canbelivestreamed | booleanexpression | Is the object currently suitable to be featured in a live stream? |
canbepickedup | booleanexpression | Can object be picked up by another object? |
canbetowed | booleanexpression | Can the component be towed? |
canbuildclass | expression | Can build class? If null, filter is not applied. |
canbuildequipment | expression | Can build equipment ware (or list of wares)? |
canbuildfor | factionexprlookup 30 | Does the object allow the provided faction to build |
canbuildmacro | expression | Can build macro? |
canbuildships | booleanexpression | Can build ships? (finds containers, not build modules) |
canequipclass | expression | Can equip class? If null, filter is not applied. |
canequipships | expression | Can equip ships? (finds containers, not build modules) |
canhavedynamicinterior | booleanexpression | Can a dynamic interior be created on the object? |
canhaveofferlocation | expression | Offer tag |
cansupplyclass | expression | Can supply class? If null, filter is not applied. |
cansupplyships | expression | Can supply ships? (finds containers, not build modules) |
capturable | booleanexpression | Is the object capturable, either via signalleak (S sized) or via boarding (M+ sized) |
checkoperational | booleanexpression | Should the search be restricted to operational objects? If yes, this is equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_...>) or condition elements (e.g. <count_...>), so it is true by default and can be disabled by supplying checkoperational="false". On any sub-elements (e.g. <match...>) it is false by default, so also non-operational objects are matched by default (unless already filtered out elsewhere). If the state attribute is present on a node, checkoperational is ignored. |
class | shipclasslookup 7 | Ship class |
coalition ≤ 8.00 | expression | Is the apparent owning faction a member of the coalition with this ID? |
commandeerable | booleanexpression | Is the object commandeerable |
covered | booleanexpression | Is the object covered? |
coverowner | owners 30 | Owner faction, or list of owner factions |
datavault | booleanexpression | Is a data vault object |
deployable | booleanexpression | Is a deployable object |
deployablecategory | deployablecategorylookup 5 | Deployable category |
destination | expression | Leads to this destination? (could be space, gate or highway exit gate) |
docked | docked | Ship is docked or parked at another object, including internal storage and piers |
encounterid | expression | Encounter identification string or list of encounter ID strings |
encountership | booleanexpression | Is the ship an encounter job ship? |
excluded | expression | Component, list of components or a group to exclude from being found |
extension | expression | Source extension id (standard extension) |
freemissionactorslot | freemissionactorslot | Is a free slot for a mission actor NPC required? |
freemissionofferslot | booleanexpression | Is a free mission offer location available at the container? |
freesignalleakslot | booleanexpression | Is a free signal leak location available at the object? |
functional | booleanexpression | Is functional? |
godshipentry | expression | God ship entry identification string or list of god ship entry ID strings |
grouptag | expression | Connection group tag |
hasbuildingtask | booleanexpression | Does the object have a build task assigned for it? |
hascommander | booleanexpression | Does the object have a commander |
hascontrolentity | controlpost 7 | Does the object have a control entity of the specified post |
hasfixedconstructionNEW | booleanexpression | Are either the planned or current construction sequence of this object flagged as fixed? |
hasjob | booleanexpression | Does the ship have a job |
hasstagedconstructionNEW | booleanexpression | Do either the planned or current construction sequence of this object have stages? |
hastradeoffer | booleanexpression | Component contains a trade offer? |
haswalkableroom | booleanexpression | Does the controllable object, module or room contain any walkable rooms (includes the room itself in the room case), i.e. accessible to the player and NPCs? |
hullinvulnerable | booleanexpression | Is hull invulnerable, i.e it cannot take take damage? |
indestructible | booleanexpression | Can the object not be destroyed through damage? |
integrated | booleanexpression | Is integrated to the parent? (built-in component) |
internallystored | booleanexpression | Is the object internally stored in a dockingbay? |
invulnerable | booleanexpression | Is either hull or shield invulnerable, i.e it cannot take damage? Note: An object can be vulnerable but still indestructible. |
ishostileto | expression | Do mutual object relations and fire authorisations allow either side to attack (see mayattack and maybeattackedby). |
isinliveview | booleanexpression | Is the object visible on the player's gravidar or by any player-owned object |
job | expression | Job identification string or list of job ID strings |
jobtags | expression | Tag or list of tags to compare with the defined job category tags |
known | booleanexpression | Known to player? |
knownto | factionexprlookup 30 | Known to faction? (Faction or list of factions) |
landmark | booleanexpression | Is a landmark object |
lockedNEW | booleanexpression | Is the object locked? Applicable to room, datavault and signalleak. |
macro | expression | Macro or list of macros |
masstraffic | booleanexpression | Is object from mass traffic? |
mayattack | expression | Does this object's relation and fire authorisation override allow it to attack supplied object or faction. Unless active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and supplied object has primarypurpose.fight. |
maybeattackedby | expression | May this object be attacked by supplied object or faction based on that faction's relation and fire authorisation override. Unless supplied object's active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and this object has primarypurpose.fight |
module | booleanexpression | Is a module? |
negateownerfilter | booleanexpression | Treat owner, trueowner or coverowner as "not"-list? |
numfreeactorslots | expression | Minimum number of free actor slots (deprecated and ignored) |
onlineobject | booleanexpression | Is object an online object? |
owner | owners 30 | Owner faction, or list of owner factions |
paused | booleanexpression | Is the object 'paused' for any reason? Applicable for production modules. |
pausedmanually | booleanexpression | Is the object manually 'paused'? Applicable for production modules. |
personalextension | expression | Source extension id (personal extension) |
physicsareready | booleanexpression | Are all collision meshes for this component are loaded and ready? |
policefaction | owners 30 | Owner faction, or list of owner factions |
primarypurpose | purposelookup 19 | Primary purpose |
reachablefrom | expression | Is the component reachable from this component via a path through the galaxy? (note: this component does not have to be mobile) |
regionobject | booleanexpression | Is object from a region? |
requestedjobship | booleanexpression | Is the ship a requested job ship? |
roompopulationtype | roompopulationtypeexprlookup 8 | Room population type |
shieldgrouptag | expression | Group tag of the shield group (use null to filter for untagged shield groups) |
shieldinvulnerable | booleanexpression | Is shield invulnerable, i.e it cannot take damage? |
shiptype | shiptypeexprlookup 33 | Ship type |
signalleaktype | signalleaktypelookup 4 | Signal Leak type |
state | componentstateexprlookup 3 | State of component |
subordinatejobship | booleanexpression | Is the ship's job a subordinate job? |
superhighwaygate | booleanexpression | Is the highway gate connected to a super highway? Otherwise is it connected to a local highway? |
surfaceelement | booleanexpression | Is a surface element? |
suspicious ≤ 8.00 | booleanexpression | Suspicious? |
tag | expression | Connection tag |
tradesknownto | factionexprlookup 30 | Does the provided faction have knowledge of trade offers of the container? |
truecoalition ≤ 8.00 | expression | Is the true owning faction a member of the coalition with this ID? |
trueowner | owners 30 | Owner faction, or list of owner factions |
unit | booleanexpression | Is the object a unit |
validjobship | booleanexpression | Is the ship and those in its command structure organised correctly, as defined by their jobs? |
venture | expression | If the object is on a venture, match by a venture ID string or a list of ID strings |
visitor | booleanexpression | Is object a visitor? |
walkable | booleanexpression | Is the room walkable, i.e. accessible to the player and NPCs? |
waretransport | waretransportlookup 10 | Can carry this waretransport type or list of waretransport types (can find containers or storage modules) |
weaponmode | weaponmodelookup 11 | Weapon mode |
weapontype | weapontypelookup 4 | Weapon type |
116 attributes, used by 3 commands
| Attribute | Type | Description |
|---|---|---|
accelerator | booleanexpression | Is the gate an accelerator |
active | booleanexpression | Is the object 'active'? |
building | booleanexpression | Is build module currently building |
busy | booleanexpression | Is build module or build processor currently busy |
canbebuiltby | expression | Can be built by this object? |
canbebuiltbyany | expression | Can be built by any of these objects? (list or group) |
canbedismantled | booleanexpression | Can the component currently be dismantled? |
canbelivestreamed | booleanexpression | Is the object currently suitable to be featured in a live stream? |
canbepickedup | booleanexpression | Can object be picked up by another object? |
canbetowed | booleanexpression | Can the component be towed? |
canbuildclass | expression | Can build class? If null, filter is not applied. |
canbuildequipment | expression | Can build equipment ware (or list of wares)? |
canbuildfor | factionexprlookup 30 | Does the object allow the provided faction to build |
canbuildmacro | expression | Can build macro? |
canbuildships | booleanexpression | Can build ships? (finds containers, not build modules) |
canclaimownership | booleanexpression | Is the station capable of claiming ownership of a space? |
canequipclass | expression | Can equip class? If null, filter is not applied. |
canequipships | expression | Can equip ships? (finds containers, not build modules) |
canhavedynamicinterior | booleanexpression | Can a dynamic interior be created on the object? |
canhaveofferlocation | expression | Offer tag |
cansupplyclass | expression | Can supply class? If null, filter is not applied. |
cansupplyships | expression | Can supply ships? (finds containers, not build modules) |
capturable | booleanexpression | Is the object capturable, either via signalleak (S sized) or via boarding (M+ sized) |
checkoperational | booleanexpression | Should the search be restricted to operational objects? If yes, this is equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_...>) or condition elements (e.g. <count_...>), so it is true by default and can be disabled by supplying checkoperational="false". On any sub-elements (e.g. <match...>) it is false by default, so also non-operational objects are matched by default (unless already filtered out elsewhere). If the state attribute is present on a node, checkoperational is ignored. |
class | stationclasslookup 1 | Station class |
coalition ≤ 8.00 | expression | Is the apparent owning faction a member of the coalition with this ID? |
commandeerable | booleanexpression | Is the object commandeerable |
covered | booleanexpression | Is the object covered? |
coverowner | owners 30 | Owner faction, or list of owner factions |
datavault | booleanexpression | Is a data vault object |
defencestation | booleanexpression | Is the station a defence station |
deployable | booleanexpression | Is a deployable object |
deployablecategory | deployablecategorylookup 5 | Deployable category |
destination | expression | Leads to this destination? (could be space, gate or highway exit gate) |
equipmentdock | booleanexpression | Is the station an equipment dock (i.e. it can change loadouts, but not build ships from scratch) |
excluded | expression | Component, list of components or a group to exclude from being found |
extension | expression | Source extension id (standard extension) |
factionheadquarters | booleanexpression | Is the station a faction headquarters |
freemissionactorslot | freemissionactorslot | Is a free slot for a mission actor NPC required? |
freemissionofferslot | booleanexpression | Is a free mission offer location available at the container? |
freesignalleakslot | booleanexpression | Is a free signal leak location available at the object? |
functional | booleanexpression | Is functional? |
godproductionentry | expression | God production entry identification string or list of god production entry ID strings |
godstationentry | expression | God station entry identification string or list of god station entry ID strings |
grouptag | expression | Connection group tag |
hasbuildingtask | booleanexpression | Does the object have a build task assigned for it? |
hascommander | booleanexpression | Does the object have a commander |
hascontrolentity | controlpost 7 | Does the object have a control entity of the specified post |
hasfixedconstructionNEW | booleanexpression | Are either the planned or current construction sequence of this object flagged as fixed? |
hasmasstraffic | hasmasstraffic | Is the station connected to a mass traffic network? |
hasstagedconstructionNEW | booleanexpression | Do either the planned or current construction sequence of this object have stages? |
hastradeoffer | booleanexpression | Component contains a trade offer? |
haswalkableroom | booleanexpression | Does the controllable object, module or room contain any walkable rooms (includes the room itself in the room case), i.e. accessible to the player and NPCs? |
headquarters | booleanexpression | Is the station a headquarters |
hullinvulnerable | booleanexpression | Is hull invulnerable, i.e it cannot take take damage? |
indestructible | booleanexpression | Can the object not be destroyed through damage? |
integrated | booleanexpression | Is integrated to the parent? (built-in component) |
internallystored | booleanexpression | Is the object internally stored in a dockingbay? |
invulnerable | booleanexpression | Is either hull or shield invulnerable, i.e it cannot take damage? Note: An object can be vulnerable but still indestructible. |
ishostileto | expression | Do mutual object relations and fire authorisations allow either side to attack (see mayattack and maybeattackedby). |
isinliveview | booleanexpression | Is the object visible on the player's gravidar or by any player-owned object |
known | booleanexpression | Known to player? |
knownto | factionexprlookup 30 | Known to faction? (Faction or list of factions) |
landmark | booleanexpression | Is a landmark object |
lockedNEW | booleanexpression | Is the object locked? Applicable to room, datavault and signalleak. |
macro | expression | Macro or list of macros |
masstraffic | booleanexpression | Is object from mass traffic? |
mayattack | expression | Does this object's relation and fire authorisation override allow it to attack supplied object or faction. Unless active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and supplied object has primarypurpose.fight. |
maybeattackedby | expression | May this object be attacked by supplied object or faction based on that faction's relation and fire authorisation override. Unless supplied object's active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and this object has primarypurpose.fight |
module | booleanexpression | Is a module? |
negateownerfilter | booleanexpression | Treat owner, trueowner or coverowner as "not"-list? |
numfreeactorslots | expression | Minimum number of free actor slots (deprecated and ignored) |
onlineobject | booleanexpression | Is object an online object? |
owner | owners 30 | Owner faction, or list of owner factions |
paused | booleanexpression | Is the object 'paused' for any reason? Applicable for production modules. |
pausedmanually | booleanexpression | Is the object manually 'paused'? Applicable for production modules. |
personalextension | expression | Source extension id (personal extension) |
physicsareready | booleanexpression | Are all collision meshes for this component are loaded and ready? |
piratebase | booleanexpression | Is the station a pirate base |
planneddefencestation | booleanexpression | Is the station a planned defence station, taking future modules into accounts |
plannedequipmentdock | booleanexpression | Is the station a planned equipment dock, taking future modules into accounts |
plannedfactionheadquarters | booleanexpression | Is the station a planned faction headquarters |
plannedheadquarters | booleanexpression | Is the station a planned headquarters |
plannedpiratebase | booleanexpression | Is the station a planned piratebase |
plannedrecyclingfacility | booleanexpression | Is the station a planned recycling facility with a processing module, taking future modules into accounts |
plannedshipyard | booleanexpression | Is the station a planned shipyard, taking future modules into accounts |
plannedtradestation | booleanexpression | Is the station a planned trade station |
plannedwharf | booleanexpression | Is the station a planned wharf, taking future modules into accounts |
policefaction | owners 30 | Owner faction, or list of owner factions |
primarypurpose | purposelookup 19 | Primary purpose |
reachablefrom | expression | Is the component reachable from this component via a path through the galaxy? (note: this component does not have to be mobile) |
recyclingfacility | booleanexpression | Is the station a recycling facility with a processing module |
regionobject | booleanexpression | Is object from a region? |
roompopulationtype | roompopulationtypeexprlookup 8 | Room population type |
shieldgrouptag | expression | Group tag of the shield group (use null to filter for untagged shield groups) |
shieldinvulnerable | booleanexpression | Is shield invulnerable, i.e it cannot take damage? |
shipyard | booleanexpression | Is the station a shipyard (i.e. it can build capital ships) |
signalleaktype | signalleaktypelookup 4 | Signal Leak type |
state | componentstateexprlookup 3 | State of component |
stationtype | stationtypeexprlookup 10 | Station type |
superhighwaygate | booleanexpression | Is the highway gate connected to a super highway? Otherwise is it connected to a local highway? |
surfaceelement | booleanexpression | Is a surface element? |
suspicious ≤ 8.00 | booleanexpression | Suspicious? |
tag | expression | Connection tag |
tradesknownto | factionexprlookup 30 | Does the provided faction have knowledge of trade offers of the container? |
tradestation | booleanexpression | Is the station a trade station |
truecoalition ≤ 8.00 | expression | Is the true owning faction a member of the coalition with this ID? |
trueowner | owners 30 | Owner faction, or list of owner factions |
unit | booleanexpression | Is the object a unit |
venture | expression | If the object is on a venture, match by a venture ID string or a list of ID strings |
visitor | booleanexpression | Is object a visitor? |
walkable | booleanexpression | Is the room walkable, i.e. accessible to the player and NPCs? |
waretransport | waretransportlookup 10 | Can carry this waretransport type or list of waretransport types (can find containers or storage modules) |
weaponmode | weaponmodelookup 11 | Weapon mode |
weapontype | weapontypelookup 4 | Weapon type |
wharf | booleanexpression | Is the station a wharf (i.e. it can build non-capital ships) |
100 attributes, used by 2 commands
| Attribute | Type | Description |
|---|---|---|
accelerator | booleanexpression | Is the gate an accelerator |
accessgrantedto | factionexprlookup 30 | Does the sector owner currently grant access to the provided faction? |
accessrestrictedto | factionexprlookup 30 | Does the sector owner currently restrict access to the provided faction? |
active | booleanexpression | Is the object 'active'? |
alwaysnormalzone | booleanexpression | Include only permanently normal zones (not temporary, not gate zone and not highway)? |
building | booleanexpression | Is build module currently building |
busy | booleanexpression | Is build module or build processor currently busy |
canbebuiltby | expression | Can be built by this object? |
canbebuiltbyany | expression | Can be built by any of these objects? (list or group) |
canbedismantled | booleanexpression | Can the component currently be dismantled? |
canbelivestreamed | booleanexpression | Is the object currently suitable to be featured in a live stream? |
canbepickedup | booleanexpression | Can object be picked up by another object? |
canbetowed | booleanexpression | Can the component be towed? |
canbuildclass | expression | Can build class? If null, filter is not applied. |
canbuildequipment | expression | Can build equipment ware (or list of wares)? |
canbuildfor | factionexprlookup 30 | Does the object allow the provided faction to build |
canbuildmacro | expression | Can build macro? |
canbuildships | booleanexpression | Can build ships? (finds containers, not build modules) |
canequipclass | expression | Can equip class? If null, filter is not applied. |
canequipships | expression | Can equip ships? (finds containers, not build modules) |
canhavedynamicinterior | booleanexpression | Can a dynamic interior be created on the object? |
canhaveofferlocation | expression | Offer tag |
cansupplyclass | expression | Can supply class? If null, filter is not applied. |
cansupplyships | expression | Can supply ships? (finds containers, not build modules) |
capturable | booleanexpression | Is the object capturable, either via signalleak (S sized) or via boarding (M+ sized) |
checkoperational | booleanexpression | Should the search be restricted to operational objects? If yes, this is equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_...>) or condition elements (e.g. <count_...>), so it is true by default and can be disabled by supplying checkoperational="false". On any sub-elements (e.g. <match...>) it is false by default, so also non-operational objects are matched by default (unless already filtered out elsewhere). If the state attribute is present on a node, checkoperational is ignored. |
coalition ≤ 8.00 | expression | Is the apparent owning faction a member of the coalition with this ID? |
commandeerable | booleanexpression | Is the object commandeerable |
covered | booleanexpression | Is the object covered? |
coverowner | owners 30 | Owner faction, or list of owner factions |
datavault | booleanexpression | Is a data vault object |
deployable | booleanexpression | Is a deployable object |
deployablecategory | deployablecategorylookup 5 | Deployable category |
destination | expression | Leads to this destination? (could be space, gate or highway exit gate) |
excluded | expression | Component, list of components or a group to exclude from being found |
extension | expression | Source extension id (standard extension) |
freemissionactorslot | freemissionactorslot | Is a free slot for a mission actor NPC required? |
freemissionofferslot | booleanexpression | Is a free mission offer location available at the container? |
freesignalleakslot | booleanexpression | Is a free signal leak location available at the object? |
functional | booleanexpression | Is functional? |
grouptag | expression | Connection group tag |
hasbuildingtask | booleanexpression | Does the object have a build task assigned for it? |
hascommander | booleanexpression | Does the object have a commander |
hascontrolentity | controlpost 7 | Does the object have a control entity of the specified post |
hasfixedconstructionNEW | booleanexpression | Are either the planned or current construction sequence of this object flagged as fixed? |
hasstagedconstructionNEW | booleanexpression | Do either the planned or current construction sequence of this object have stages? |
hastradeoffer | booleanexpression | Component contains a trade offer? |
haswalkableroom | booleanexpression | Does the controllable object, module or room contain any walkable rooms (includes the room itself in the room case), i.e. accessible to the player and NPCs? |
hullinvulnerable | booleanexpression | Is hull invulnerable, i.e it cannot take take damage? |
indestructible | booleanexpression | Can the object not be destroyed through damage? |
integrated | booleanexpression | Is integrated to the parent? (built-in component) |
internallystored | booleanexpression | Is the object internally stored in a dockingbay? |
invulnerable | booleanexpression | Is either hull or shield invulnerable, i.e it cannot take damage? Note: An object can be vulnerable but still indestructible. |
ishostileto | expression | Do mutual object relations and fire authorisations allow either side to attack (see mayattack and maybeattackedby). |
isinliveview | booleanexpression | Is the object visible on the player's gravidar or by any player-owned object |
jobspacefor | expression | Is this space suitable for a job ship to be based in? (jobship or job ID) |
known | booleanexpression | Known to player? |
knownto | factionexprlookup 30 | Known to faction? (Faction or list of factions) |
landmark | booleanexpression | Is a landmark object |
locationtag | expression | Tag or list of tags that this space or its parent spaces must have as location tags |
locationtagany | expression | Tag or list of tags that this space or its parent spaces must have at least one as location tags |
lockedNEW | booleanexpression | Is the object locked? Applicable to room, datavault and signalleak. |
macro | expression | Macro or list of macros |
masstraffic | booleanexpression | Is object from mass traffic? |
mayattack | expression | Does this object's relation and fire authorisation override allow it to attack supplied object or faction. Unless active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and supplied object has primarypurpose.fight. |
maybeattackedby | expression | May this object be attacked by supplied object or faction based on that faction's relation and fire authorisation override. Unless supplied object's active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and this object has primarypurpose.fight |
module | booleanexpression | Is a module? |
negateownerfilter | booleanexpression | Treat owner, trueowner or coverowner as "not"-list? |
normalzone | booleanexpression | Include only currently normal zones (not temporary, not gate zone and not highway)? If originally a temporary zone this zone may revert back to a tempzone or be removed, depending on its contents. |
numfreeactorslots | expression | Minimum number of free actor slots (deprecated and ignored) |
onlineobject | booleanexpression | Is object an online object? |
owner | owners 30 | Owner faction, or list of owner factions |
paused | booleanexpression | Is the object 'paused' for any reason? Applicable for production modules. |
pausedmanually | booleanexpression | Is the object manually 'paused'? Applicable for production modules. |
personalextension | expression | Source extension id (personal extension) |
physicsareready | booleanexpression | Are all collision meshes for this component are loaded and ready? |
policefaction | owners 30 | Owner faction, or list of owner factions |
primarypurpose | purposelookup 19 | Primary purpose |
reachablefrom | expression | Is the component reachable from this component via a path through the galaxy? (note: this component does not have to be mobile) |
regionobject | booleanexpression | Is object from a region? |
roompopulationtype | roompopulationtypeexprlookup 8 | Room population type |
shieldgrouptag | expression | Group tag of the shield group (use null to filter for untagged shield groups) |
shieldinvulnerable | booleanexpression | Is shield invulnerable, i.e it cannot take damage? |
signalleaktype | signalleaktypelookup 4 | Signal Leak type |
state | componentstateexprlookup 3 | State of component |
superhighwaygate | booleanexpression | Is the highway gate connected to a super highway? Otherwise is it connected to a local highway? |
surfaceelement | booleanexpression | Is a surface element? |
suspicious ≤ 8.00 | booleanexpression | Suspicious? |
tag | expression | Connection tag |
tempzone | booleanexpression | Include temporary zones? |
tradesknownto | factionexprlookup 30 | Does the provided faction have knowledge of trade offers of the container? |
truecoalition ≤ 8.00 | expression | Is the true owning faction a member of the coalition with this ID? |
trueowner | owners 30 | Owner faction, or list of owner factions |
unit | booleanexpression | Is the object a unit |
venture | expression | If the object is on a venture, match by a venture ID string or a list of ID strings |
visitor | booleanexpression | Is object a visitor? |
walkable | booleanexpression | Is the room walkable, i.e. accessible to the player and NPCs? |
waretransport | waretransportlookup 10 | Can carry this waretransport type or list of waretransport types (can find containers or storage modules) |
weaponmode | weaponmodelookup 11 | Weapon mode |
weapontype | weapontypelookup 4 | Weapon type |
5 attributes, used by 1 command
| Attribute | Type | Description |
|---|---|---|
counter | lvalueexpression | Name of loop counter variable, which will be set to the current index in the list or group. Cannot be used when traversing a table. |
in | expression | List, group or table that should be traversed. It is stored internally during the traversal, so the expression is evaluated only once. In general, avoid insertion and removal of list/group elements during the traversal; however, it is supported according to these rules: - In lists and groups, insertion and removal is allowed at an index greater than the current one, but not allowed at a lower index. - In lists and groups, insertion and removal at the current index is only allowed if reverse="true". - In tables, keys may be inserted or removed at any time, even the current one (but note that newly inserted keys in the already traversed range will not be reached by the traversal). |
name | lvalueexpression | Name of the element/key variable, which will be set to the current element in the list or group, or the current table key, respectively. |
reverse | boolean | Set to true to traverse the list, group or table in reverse order, starting with the last element or key, respectively. In list/group cases, the index counter counts from the highest index down to 1. |
valuename | lvalueexpression | Name of the table value variable, which will be set to the value of the current table key. Can only be used when traversing a table. |
4 attributes, used by 0 commands. Interactive notification data
| Attribute | Type | Description |
|---|---|---|
param | expression | Interactive notification parameter passed to <event_player_interaction> |
param2 | expression | Secondary interactive notification parameter passed to <event_player_interaction> |
silent | booleanexpression | Should the flashing effect of the target monitor be suppressed? |
text* | expression | Text displayed during interactive notification to prompt player to interact |
3 attributes, used by 0 commands
Game versionsnew in 9.00
| Attribute | Type | Description |
|---|---|---|
commentNEW | comment | Comment for documentation purposes only |
conditionNEW | expression | Should this <match...> node be evaluated and applied when matching objects? (Default is true) If the condition is not met, then no other attributes are evaluated and this node will be ignored. (If the negate attribute is also used, it does not affect the condition check - it is only applied on the resulting match filter when the condition is met.) |
negateNEW | boolean | Negate filter outcome? The negation applies to the whole element (except for the condition attribute), e.g. <match_content negate="true"> matches objects which do NOT have the specified content. |
6 attributes, used by 1 command
| Attribute | Type | Description |
|---|---|---|
amounts | expression | List of amounts (size must match with other lists) |
currentroles | expression | List of roles currently assigned to help identify people (size must match with other lists) |
exact | booleanexpression | Are the skills exact or used to find a suitable tier (defaults to false) |
newroles | expression | List of roles to reassign people (size must match with other lists) |
races | expression | List of races to help identify people (size must match with other lists) |
skills | expression | List of skills to help identify people (size must match with other lists) |
21 attributes, used by 8 commands
| Attribute | Type | Description |
|---|---|---|
abortable | booleanexpression | Is this mission abortable? (Only used for missions, has no effect on mission offers) |
alertlevel | upkeepalertlevellookup 3 | Upkeep alert level |
associated | expression | Object that is associated with this mission (e.g. an NPC) |
description | expression | Mission description |
difficulty | levellookup 7 | Difficulty level |
faction | factionexprlookup 30 | Faction that offers the mission (required if mission or mission offer is created from scratch) |
group | missiongrouplookup 40 | Mission group (defined in missiongroups.xml) |
helpoverlayid | expression | Help overlay ID string |
icon | expression | Icon to be displayed in mission briefing |
iconcaption | expression | Caption for mission briefing icon (requires icon attribute) |
licence | expression | Licence required to accept the mission (licence faction must match 'faction') |
name | expression | Mission name (required if mission or mission offer is created from scratch) |
onlinemissionchapter | expression | Online mission chapter string |
onlinemissiongamestartNEW | expression | Online mission Gamestart ID string (used by Personal Ventures) |
onlinemissionid | expression | Online mission ID string |
opposingfaction | factionexprlookup 30 | Opposition faction to be encountered during the mission |
reward | expression | Money reward |
rewardtext | expression | Arbitrary reward text (null is allowed and ignored; a non-null value takes precedence over money reward if specified) |
scaneffectNEW | expression | Optional effect definition (from libraries/effects.xml) to be used for the set long range scan target. Has no effect if scantarget is not set. |
scantarget | expression | Class, macro or object to be set as the long range scan target (can also be 0 to clear the long range scan target when updating a mission) |
type | missiontypelookup 48 | (required if mission or mission offer is created from scratch) |
12 attributes, used by 0 commands
| Attribute | Type | Description |
|---|---|---|
build | moduletypelimit | Module type limit. Integer or a script expression that evaluates to an integer |
comm | moduletypelimit | Module type limit. Integer or a script expression that evaluates to an integer |
defence | moduletypelimit | Module type limit. Integer or a script expression that evaluates to an integer |
dock | moduletypelimit | Module type limit. Integer or a script expression that evaluates to an integer |
habitation | moduletypelimit | Module type limit. Integer or a script expression that evaluates to an integer |
other | moduletypelimit | Module type limit. Integer or a script expression that evaluates to an integer |
pier | moduletypelimit | Module type limit. Integer or a script expression that evaluates to an integer |
processing | moduletypelimit | Module type limit. Integer or a script expression that evaluates to an integer |
production | moduletypelimit | Module type limit. Integer or a script expression that evaluates to an integer |
radar | moduletypelimit | Module type limit. Integer or a script expression that evaluates to an integer |
storage | moduletypelimit | Module type limit. Integer or a script expression that evaluates to an integer |
welfare | moduletypelimit | Module type limit. Integer or a script expression that evaluates to an integer |
19 attributes, used by 1 command
| Attribute | Type | Description |
|---|---|---|
action* | objectivetypelookup 89 | Objective action type |
checkunknown | booleanexpression | Should the target name be shown as unknown if the target is unknown? Default is false. |
customaction | expression | Custom action text, required if action="custom" |
duration | expression | Time limit (duration) of this objective. Cannot be combined with attributes endtime or showelapsedtime. The duration is automatically converted to an endtime when the objective starts (see attribute endtime). |
encyclopedia | expression | Value whose encyclopedia entry should be referenced from the mission briefing |
endtime | expression | End time of this objective. The remaining time will be displayed in the message ticker if this is the current mission objective. Cannot be combined with attributes duration or showelapsedtime. The endtime can be updated with <update_objective_endtime>. The timer can be paused with <pause_objective_timer>, which will postpone the endtime accordingly. |
group | expression | Group of objective targets (cannot be used in combination with any of the attributes object or slot) |
keeptimer | booleanexpression | When this objective starts, should it continue using the timer state of the previous objective of this mission? This includes the remaining time (a time limit previously initiated via attributes endtime or duration), the elapsed time (via attribute showelapsedtime) and whether the timer has been paused via <pause_objective_timer>. If the previous objective had any timer data, it will be kept and continued, ignoring any other timer-related attributes (endtime, duration, showelapsedtime) for this objective. Consequently, if such attributes are also provided, they will only take effect if the previous objective did NOT have a displayed timer. NOTE: Even if the previous objective had an endtime that has already passed, keeptimer will keep this endtime (so that the remaining time of 0 seconds will still be displayed on screen). |
object | object | Object |
offset | expression | Offset from reference object (position or vector value - cannot be used in combination with any of the attributes slot or randomoffset) |
radius | expression | Optional radius associated with the objective. Default is 0 |
randomoffset | expression | Random offset from reference object (given as length or vector value - cannot be used in combination with any of the attributes slot or offset). When a length is given, it specifies the maximal offset distance from the object in any direction (equivalent to a vector with identical X/Y/Z extents). When a vector is given, it specifies an ellipsoid with given X/Y/Z extents around the object - the random offset is a vector to a random point inside the ellipsoid. NOTE: If the same object and random offset is used as objective target multiple times, the random offset remains the same. The random offset is the same as the one generated by <create_position> with randomoffset attribute. |
showelapsedtime | booleanexpression | Should the elapsed time for this objective be displayed in the message ticker? Cannot be combined with attributes endtime or duration. The elapsed time can be paused with <pause_objective_timer>. |
showunknownpath | booleanexpression | Should mission guidance show the full path towards the objective target(s), even if there are unknown gates/sectors on the way? Default is false. |
silent | silentobjective | Change the objective silently? This suppresses the mission objective bar and the sound effect. Default is false |
slot | expression | Component slot or list of component slots as objective targets (cannot be used in combination with any of the attributes object, group, offset or randomoffset) |
step | expression | Corresponding step in the mission briefing that should be set to active (optional) |
suggestdocking | booleanexpression | If the target is inside a room, should mission guidance suggest docking at a suitable docking bay when the player is elsewhere in a ship or spacesuit? Default is true. Can be set to false explicitly if the target is in a room, but the mission requires the player to remain in a ship or a spacesuit. NOTE: For an objective to attack, destroy or kill a ship, docking will not be suggested anyway even when the target is docked, and setting suggestdocking to false is not required. |
text | expression | Objective detail text |
3 attributes, used by 26 commands
| Attribute | Type | Description |
|---|---|---|
chance | expression | Percentage chance of condition being checked (condition fails if not) |
comment | comment | Comment for documentation purposes only |
negate | negatecondition | Negate condition? |
5 attributes, used by 2 commands
| Attribute | Type | Description |
|---|---|---|
decay | expression | Decay rate |
delay | expression | Decay delay |
faction | factionexprlookup 30 | Faction the boost is towards ('otherobject' takes preference if provided) |
object* | object | Object |
otherobject | expression | Object the boost is towards, using the object's apparent owner (takes preference over 'faction') |
3 attributes, used by 164 commands
| Attribute | Type | Description |
|---|---|---|
check | checkeventsource | Produce an error message if the provided event object does not exist? Default is true. NOTE: If the event object is a variable or a changeable property, changing it at a later time has no direct effect on this event condition, i.e. it is not re-enabled automatically. It is only updated under certain conditions, e.g. when loading a savegame or when the event condition is restarted explicitly (resetting MD cue or starting AI script). |
group | groupeventsource | Group of event objects (can be supplied instead of a single event object). The check attribute does not apply. The group is required to exist but may be empty. Adding/removing group members is possible even after the event is set up. |
object | expression | Event object (required if group attribute not supplied) |
6 attributes, used by 2 commands
| Attribute | Type | Description |
|---|---|---|
decay | expression | Decay rate |
delay | expression | Decay delay |
faction | factionexprlookup 30 | Faction the boost is towards ('otherobject' takes preference if provided) |
object* | object | Object |
otherobject | expression | Object the boost is towards, using the object's apparent owner (takes preference over 'faction') |
silent | booleanexpression | Is the relation boost silent, i.e. without player notification? See <event_player_relation_changed> |
4 attributes, used by 1 command
| Attribute | Type | Description |
|---|---|---|
orientation* | orientationlookup 8 | |
refobject | expression | Position of this object will be used as refposition, for boundingbox orientations the box of this object will be used. |
refposition | expression | Position the orientation refers to in objectspace (e.g. look_at means look from the object position to the refposition), ignored if refobject is set. Warning: Using a sectorposition will not give you the result you are expecting. The position needs to be relative to the object (not relative to the sector origin). |
space | expression | Reference space to be used if the refposition attribute is supplied. Defaults to the space supplied by the parent XML node, if applicable, otherwise to the object's parent space. |
5 attributes, used by 4 commands
| Attribute | Type | Description |
|---|---|---|
highlighted | booleanexpression | Optional, set to true to highlight the option and to indicate that it is mission-related (defaults to false) |
position | uipositionlookup 7 | Position in conversation menu (a free position is selected if not supplied). This can be either a fixed named value, or a variable script expression (providing the option number between 1 and 6). |
selectable | booleanexpression | Optional, determines whether the option is selectable. Defaults to true if not supplied. |
text* | expression | Choice text |
tooltip | expression | Optional, specifies the tooltip displayed for this option. |
15 attributes, used by 3 commands
| Attribute | Type | Description |
|---|---|---|
autoadvanceseed | autoadvancerandomseed | Auto-advance seed used for random number evaluation. |
exact | expression | Exact value (takes priority over min/max/profile/scale) |
list | expression | List of values, from which one value will be selected randomly (takes priority over min/max/profile/scale, ignored if exact is set) |
max | expression | Maximum random number (ignored if exact is set) |
min | expression | Minimum random number (ignored if exact is set) |
object | expression | An object (or any positional) to use the offset of. If coordinates or a position value are supplied, they are interpreted as relative to the object. If space is not supplied, the object's parent will be taken as the space unless a suitable space is supplied by the parent XML node. |
profile | profilelookup 5 | Random number profile (ignored if exact is set) |
randomoffset | expression | Random offset from provided object (given as length or vector value - can be combined with coordinate attributes, but cannot be used in combination with value attribute). When a length is given, it specifies the maximal offset distance from the object in any direction (equivalent to a vector with identical X/Y/Z extents). When a vector is given, it specifies an ellipsoid with given X/Y/Z extents around the object - the random offset is a vector to a random point inside the ellipsoid. NOTE: Using the same randomoffset value with the same object multiple times will always yield the same random offset. NOTE: In order to retrieve only the random offset (relative to the object itself), the space attribute value has to set to the object. |
scale | any | Scale of random number profile (ignored if exact is set or if profile is flat) |
seed | fixedrandomseed | Fixed seed used for random number evaluation. |
space | expression | Reference space to be used if the object attribute is supplied. Defaults to the space supplied by the parent XML node, if applicable, otherwise to the object's parent space. |
value | expression | Position value (can be combined with coordinate attributes, but cannot be used in combination with randomoffset attribute) |
x | expression | X coordinate |
y | expression | Y coordinate |
z | expression | Z coordinate |
8 attributes, used by 36 commands
| Attribute | Type | Description |
|---|---|---|
autoadvanceseed | autoadvancerandomseed | Auto-advance seed used for random number evaluation. |
exact | expression | Exact value (takes priority over min/max/profile/scale) |
list | expression | List of values, from which one value will be selected randomly (takes priority over min/max/profile/scale, ignored if exact is set) |
max | expression | Maximum random number (ignored if exact is set) |
min | expression | Minimum random number (ignored if exact is set) |
profile | profilelookup 5 | Random number profile (ignored if exact is set) |
scale | any | Scale of random number profile (ignored if exact is set or if profile is flat) |
seed | fixedrandomseed | Fixed seed used for random number evaluation. |
4 attributes, used by 18 commands
| Attribute | Type | Description |
|---|---|---|
exact | expression | Exact value to match (takes priority over list and min/max) |
list | expression | List of matching values (takes priority over min/max, ignored if exact is set) |
max | expression | Maximum matching value (ignored if exact is set) |
min | expression | Minimum matching value (ignored if exact is set) |
3 attributes, used by 0 commands
Game versionsnew in 9.00
| Attribute | Type | Description |
|---|---|---|
exactNEW | expression | Exact value to match (takes priority over min/max) |
maxNEW | expression | Maximum matching value (ignored if exact is set) |
minNEW | expression | Minimum matching value (ignored if exact is set) |
3 attributes, used by 2 commands
| Attribute | Type | Description |
|---|---|---|
faction | factionexprlookup 30 | Faction the boost is towards ('otherobject' takes preference if provided) |
object* | object | Object |
otherobject | expression | Object the boost is towards, using the object's apparent owner (takes preference over 'faction') |
3 attributes, used by 1 command
| Attribute | Type | Description |
|---|---|---|
b | colour | Blue. |
g | colour | Green. |
r | colour | Red. |
4 attributes, used by 1 command
| Attribute | Type | Description |
|---|---|---|
pitch | expression | Pitch rotation |
roll | expression | Roll rotation |
value | expression | Rotation value, used in preference to angles if supplied |
yaw | expression | Yaw rotation |
25 attributes, used by 1 command
| Attribute | Type | Description |
|---|---|---|
allowyaxis | boolean | Allow the generated position to also use the up/down axis, defaults to true |
angle | expression | Angle tolerance from the specified direction |
autoadvanceseed | autoadvancerandomseed | Auto-advance seed used for random number evaluation. |
direction | quadrantlookup 7 | Direction for safepos checks. Based on the orientation of the 'directionobject' if provided. Can be combined with 'direction2' |
direction2 | quadrantlookup 7 | Direction for safepos checks. Based on the orientation of the 'directionobject' if provided. Can be combined with 'direction' but ignored if opposing |
directionobject | expression | Direction object for safepos checks. If direction is not specified, the direction is considered to be from the base position to this object |
exact | expression | Exact value (takes priority over min/max/profile/scale) |
ignored | object | Object |
ignoredangerousregions | booleanexpression | Ignore dangerous regions (defaults to false) |
includefiringrange | booleanexpression | Avoid the firing range of turrets (defaults to false) |
includeplotbox | booleanexpression | Avoid the plot box of stations (defaults to false) |
list | expression | List of values, from which one value will be selected randomly (takes priority over min/max/profile/scale, ignored if exact is set) |
max | expression | Maximum random number (ignored if exact is set) |
min | expression | Minimum random number (ignored if exact is set) |
object | expression | An object (or any positional) to use the offset of. If coordinates or a position value are supplied, they are interpreted as relative to the object. If space is not supplied, the object's parent will be taken as the space unless a suitable space is supplied by the parent XML node. |
profile | profilelookup 5 | Random number profile (ignored if exact is set) |
radius | expression | Radius to indicate necessary space required for a safe position (optional, typically defaults to the radius of the bounding box if an object or macro is supplied) |
randomoffset | expression | Random offset from provided object (given as length or vector value - can be combined with coordinate attributes, but cannot be used in combination with value attribute). When a length is given, it specifies the maximal offset distance from the object in any direction (equivalent to a vector with identical X/Y/Z extents). When a vector is given, it specifies an ellipsoid with given X/Y/Z extents around the object - the random offset is a vector to a random point inside the ellipsoid. NOTE: Using the same randomoffset value with the same object multiple times will always yield the same random offset. NOTE: In order to retrieve only the random offset (relative to the object itself), the space attribute value has to set to the object. |
scale | any | Scale of random number profile (ignored if exact is set or if profile is flat) |
seed | fixedrandomseed | Fixed seed used for random number evaluation. |
space | expression | Reference space to be used if the object attribute is supplied. Defaults to the space supplied by the parent XML node, if applicable, otherwise to the object's parent space. |
value | expression | Position value (can be combined with coordinate attributes, but cannot be used in combination with randomoffset attribute) |
x | expression | X coordinate |
y | expression | Y coordinate |
z | expression | Z coordinate |
9 attributes, used by 2 commands
| Attribute | Type | Description |
|---|---|---|
busy | booleanexpression | Set whether currently busy or not? Busy actors do not activly control objects. |
customhandler | booleanexpression | Is there a custom comm handler for player-initiated comm.? If so, this suppresses the generic <event_conversation_started> handler to avoid interference. |
hidden | booleanexpression | Set whether the actor hidden in their room. |
intransit | booleanexpression | Set whether currently in transit or not? In transit actors do not activly control objects. |
missionactor | booleanexpression | Set whether the actor is a mission actor or not. |
remote | booleanexpression | Set whether the actor is remote commable or not. (only relevant for NPC actors, not NPC templates and is automatically set when NPC is instanced and unset when creating a template) |
subtitlename | booleanexpression | Set whether the actor name should be included in subtitles when this entity speaks |
temporary | booleanexpression | Set whether the actor is temporary or not. |
tradesvisible | booleanexpression | Set trades to visible or invisible. Trades are hidden unless explicitly made visible. (e.g. Shady Guy) |
11 attributes, used by 2 commands
| Attribute | Type | Description |
|---|---|---|
allowclose | booleanexpression | Whether the player is allowed to close the hint, use with care (default is false) |
allowinmenu | expression | Whitelist this help text in menus which normally forbid them (e.g. the options menu) - format 'MenuA MenuB MenuC' |
allowpause | booleanexpression | Pause keeps the help text open (default is true) |
color | expression | Defines the text color in the format [r, g, b, a] - default is white |
duration | expression | Duration of help text display. If not provided, a suitable duration will be calculated. |
halign | expression | Horizontal alignment of the hint text (default is 'left') |
log | booleanexpression | Add help text to logbook? Default is false |
position | expression | Position of help text (defined in parameters.xml) - defaults to 0 |
success | lvalueexpression | Optional name of the value that will be set to true if successful, false in case of failure (e.g. because it's a non-forced hint that was already shown, or one that references an unmapped input) |
timeout | booleanexpression | Whether the hint will timeout after duration (default is true); use with care, if allowclose is false (its default) |
width | expression | Factor to modify help text width in percent (default is 200, minimum is 50) |
5 attributes, used by 1 command
Game versionsup to 8.00, gone in 9.00
| Attribute | Type | Description |
|---|---|---|
sortbydistanceto ≤ 8.00 | expression | Sort matching objects by distance to provided object (only one sortby* attribute can be used; see also sortdescending and sortlimit, if applicable) |
sortbygatedistancefrom ≤ 8.00 | expression | Sort matching objects by number of gate jumps from provided object (only one sortby* attribute can be used; see also sortdescending and sortlimit, if applicable). This automatically excludes any objects without a valid gate distance (i.e. objects to which there is no path through the galaxy from the provided object) from the result. |
sortbygatedistanceto ≤ 8.00 | expression | Sort matching objects by number of gate jumps to provided object (only one sortby* attribute can be used; see also sortdescending and sortlimit, if applicable). This automatically excludes any objects without a valid gate distance (i.e. objects from which there is no path through the galaxy to the provided object) from the result. |
sortbyvalue ≤ 8.00 | expression | Sort matching objects by a numeric value per object, provided by this script expression, which is evaluated for each object and can access the current object via 'loop.element' (only one sortby* attribute can be used; see also sortdescending and sortlimit, if applicable) |
sortdescending ≤ 8.00 | booleanexpression | Should the objects be sorted in descending order? In this case the first object will have the highest associated value (e.g. largest distance when sorting by distance). This has no effect if no sort criteria are defined. |
6 attributes, used by 35 commands
| Attribute | Type | Description |
|---|---|---|
sortbydistanceto | expression | Sort matching objects by distance to provided object (only one sortby* attribute can be used; see also sortdescending and sortlimit, if applicable) |
sortbygatedistancefrom | expression | Sort matching objects by number of gate jumps from provided object (only one sortby* attribute can be used; see also sortdescending and sortlimit, if applicable). This automatically excludes any objects without a valid gate distance (i.e. objects to which there is no path through the galaxy from the provided object) from the result. |
sortbygatedistanceto | expression | Sort matching objects by number of gate jumps to provided object (only one sortby* attribute can be used; see also sortdescending and sortlimit, if applicable). This automatically excludes any objects without a valid gate distance (i.e. objects from which there is no path through the galaxy to the provided object) from the result. |
sortbyvalue | expression | Sort matching objects by a numeric value per object, provided by this script expression, which is evaluated for each object and can access the current object via 'loop.element' (only one sortby* attribute can be used; see also sortdescending and sortlimit, if applicable) |
sortdescending | booleanexpression | Should the objects be sorted in descending order? In this case the first object will have the highest associated value (e.g. largest distance when sorting by distance). This has no effect if no sort criteria are defined. |
sortlimit | expression | Optional maximum for the number of provided results after sorting. This has no effect if multiple="false" or if no sort criteria are defined. |
9 attributes, used by 1 command
| Attribute | Type | Description |
|---|---|---|
check | booleanexpression | If true, this will check whether the reserving component's bounding box would fit into the reserved space and output an error, if not (defaults to true). |
component* | expression | Reserving component. Remember this component to cancel the reservation when it is no longer needed. |
duration* | expression | Duration of the reservation. Will output an error if it exceeds the maximum reservation duration (see parameters.xml). |
ignoreself | booleanexpression | If true, this reservation request will ignore any existing reservations from the reserving component (defaults to true). |
index* | lvalueexpression | Name of the value that will receive a unique index for the component's reservation. Important for cancelling the reservation again. Contains null if reservation couldn't be evaluated. |
safezone* | lvalueexpression | Name of the value that will receive the zone in which the reservation was registered. Important for cancelling the reservation again. Contains null if reservation couldn't be evaluated. |
x | expression | X dimension of reserved space box. Cannot be used in combination with radius. Specifying x requires specifying y and z. Defaults to the reserving component's bounding box's x. |
y | expression | Y dimension of reserved space box. Cannot be used in combination with radius. Specifying y requires specifying x and z. Defaults to the reserving component's bounding box's y. |
z | expression | Z dimension of reserved space box. Cannot be used in combination with radius. Specifying z requires specifying x and y. Defaults to the reserving component's bounding box's z. |
8 attributes, used by 0 commands
| Attribute | Type | Description |
|---|---|---|
beneficial | booleanexpression | Whether this effect is beneficial. Defaults to true. Only required if it's not a stat change or a setback, in which case the code determines it. |
change | expression | Stat change that will be applied |
max | expression | The maximum value of the stat after applying the change. Defaults to no maximum. Ignored if stat is "population" |
min | expression | The minimum value of the stat after applying the change. Defaults to no minimum. Ignored if stat is "population" |
onfail | booleanexpression | Whether this effect also happens on failure. Defaults to false. Ignored if stat is "population" |
stat | expression | Stat ID (see terraforming.xml for valid values) or "population" |
text | expression | Override text (optional if a stat is defined) |
value | expression | Stat value that will be set, used if change if 0. min/max do not apply. Ignored if stat is "population" |
2 attributes, used by 2 commands
| Attribute | Type | Description |
|---|---|---|
cluster* | cluster | Cluster |
id* | expression | Stat ID (see terraforming.xml for valid values) or "population" |
8 attributes, used by 2 commands
| Attribute | Type | Description |
|---|---|---|
knownstate | expression | Known state name (when setting, 'value' must contain a positive integer, 'known_' prefix recommended) |
moneystate | expression | Money state name (when setting, 'value' must contain a positive money value, 'money_' prefix recommended) |
name | expression | General userdata value name (when setting, 'value' can contain any numeric value) |
peoplestate | expression | People state name (when setting, 'value' must contain a positive integer, 'people_' prefix recommended) |
relationstate | expression | Relation state name (when setting, 'value' must contain a positive integer, 'relation_' prefix recommended) |
requiresigned | xs:boolean | Set value only in signed userdata file? (implies 'signed' set to true, action is silently skipped in modified games where signed userdata is not accessible) |
signed | xs:boolean | Set value in signed userdata file? (ingored except when used with 'name' attribute in an unmodified game) |
storystate | expression | Story state name (when setting, 'value' must contain a positive integer, 'story_' prefix recommended) |
4 attributes, used by 0 commands
| Attribute | Type | Description |
|---|---|---|
value | expression | Vector value (can be combined with coordinate attributes) |
x | expression | X coordinate |
y | expression | Y coordinate |
z | expression | Z coordinate |
6 attributes, used by 2 commands
| Attribute | Type | Description |
|---|---|---|
delay | speakdelay | Optional short delay before the speech. Note that the delay is technically treated like a part of the actual speech, except for the display of subtitles and for the time value of a speak timer. |
emotion | speakemotion | Optional emotion description: Either a single emote ID string (triggered at the start of the speak) or a list [ offset1, emote1, offset2, emote2, ... ], with pairs of relative offsets and emote ID strings. Each offset is a value between 0.0 and 1.0, relative to the duration of the speak. NOTE: time offsets are not supported. A value of null is allowed and has no effect. |
interruptontimer | speakinterruptontimer | When used together with the timer attribute, should the speak be interrupted automatically when the timer is triggered? If used, it is guaranteed that param3 of <event_speak_finished> will not be 0. Defaults to false. |
line | lineorlist | Line ID or a list of line IDs on a text page (list may include time values within the line ID sequence, to insert delays/pauses between lines) |
page | pagewithdefault | Text page ID (defaults to the speaker's voice page if not supplied) |
timer | speaktimer | Optional timer value to request an <event_speak_timer_triggered> event at a certain time while a speak voice sample is played: Specify either a value of type time as an absolute real-time offset (e.g. 500ms to trigger the event after half a second), or a value of type float, relative to the duration of the speak (e.g. 0.5 to trigger the event after 50 percent of the speak duration). A negative value of either type is interpreted as the time before the end of the speak (e.g. -500ms to trigger half a second before the speak ends). The timer event is guaranteed to be triggered before <event_speak_finished>. If the speak fails or gets interrupted for any reason (possibly even before the requested time), both <event_speak_timer_triggered> and <event_speak_finished> will be triggered in this order, each with param3 indicating the failure reason. The event timing accuracy is about 50ms. It is not possible to trigger more than one timer event per speak. See also attribute interruptontimer. |
The named types the attributes above are declared with, with their allowed values where the schema fixes them.
Player activity
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
activity.none No activityactivity.scan_longrange Long-Range Scanning activityactivity.scan Object Scanning activityactivity.travel Travel driveActor object (NPC)
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Agent result state
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
agentresult.injuredagentresult.killedagentresult.survivedbased on xs:string
green No alertred Red alertyellow Yellow alertbased on xs:string
missilecountermeasuredeployablebased on xs:string
abortassign_dockingbayattackedactivateactivate_turret_hatchactivate_chairactivate_chair_holoactivate_chair_steeringactivate_chair_steering_paractivate_cockpitactivate_dockguidanceactivate_dockingbay_warningactivate_landinggearsbattlestate_redbattlestate_yellowbattlestate_jumpprepchairconfig_defaultchairconfig_paranidchargeonchargeoffclose_cockpitclose_dockingbayclose_dockingbay_fenceclose_doorsclose_doors2close_hangarcockpit_activecockpit_inactivecollapsebubbledamage_highdamage_lowdamage_mediumdamage_nonedeactivatedeactivate_turret_hatchdeactivate_chairdeactivate_chair_holodeactivate_chair_steeringdeactivate_cockpitdeactivate_dockguidancedeactivate_dockingbay_warningdeactivate_landinggearsfan_activatefan_deactivatefiregateonopen_cockpitopen_dockingbayopen_dockingbay_fenceopen_doorsopen_doors2open_hangarquickenterretrieve_shipretrieve_ship_fasterretrieve_ship_fastestshrinkbubblestartcontrolstopcontrolstore_shipstore_ship_fasterstore_ship_fastestunassign_dockingbaywave_activatewarningwave_activatewavewave_deactivatewarningmusic_defaultmusic_01music_02music_03music_04music_offSubordinate assignment
based on assignmentexprlookup, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
assignment.defenceassignment.attackassignment.interceptionassignment.bombardmentassignment.positiondefenceassignment.assistassignment.miningassignment.tradeassignment.buildassignment.supplyfleetassignment.tradeforbuildstorageassignment.salvageassignment.followassignment.policeassignment.watchdogassignment.prospect ≥ 9.001 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
assignment.defence Defends commander. If commander is a ship, responds to attacks on the commander and other members of the fleet but stays within 20km of the commander. If assigned to a station, guards the space around the commander out to the subordinate's maxradarrange.assignment.attack Attacks with the commander. If commander is AI, inherits commander's Attack orders. If commander is the player, attacks whatever the player hits with weapons fire. Only available to ship subordinates.assignment.interception Detects and pre-emptively attacks any hostile S or M ships detected in gravidar. Only available to ship subordinates.assignment.bombardment Detects and pre-emptively attacks any hostile L or XL ships detected in gravidar. Only available to ship subordinates.assignment.positiondefence Exclusively available to subordinates of carriers. Defends an area potentially remote from their fleet, but is able to detect attacks and respond to attacks to the rest of their fleet and go back to the carrier for repairs.assignment.assist Inherits the commander's default order. In cases where default order functionality is skill-limited, they try to do it to the best of their own ability. Only available to ship subordinates.assignment.mining Mines for their commander. Only available to subordinates of stations or mining rigs.assignment.trade Trades for their commander. Only available to subordinates of stations or fleet auxiliary ships.assignment.buildassignment.supplyfleet Makes itself available to provide repair and supplies for its fleet, and tries to make sure it maintains ample stores for those activities.assignment.tradeforbuildstorage Trades for a station's buildstorage. Only available to station subordinates.assignment.salvage Collects salvage and delivers it to their commander. Only available to station subordinates.assignment.follow Follows their commander.assignment.policeassignment.watchdogassignment.prospect ≥ 9.00 Searches for minable resources for their commander. Only available to subordinates of stations or mining rigs.Asteroid
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Attacked component object
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Attacked object
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Object which is attacked, or group of objects (attribute must be present if attacker not supplied)
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Attacker object
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Object which is attacking the target (attribute must be present if target not supplied)
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
attention.unknownattention.ingalaxyattention.inclusterattention.sectorvisibleattention.insectorattention.adjacentzoneattention.visibleattention.inzoneattention.nearbyattention.adjacentroomattention.inroomSource for auto-advance random number seed (either a numerical value or an object with a generation seed provided by their spawner). NOTE: The seed value is updated automatically in all cases. When providing a variable with a numerical value, it will receive the updated seed. There is no need to use <advance_seed> after each random number generation with this attribute. Ignored if seed attribute is provided in cases where both can be used.
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
blacklistgroup.civilianblacklistgroup.military1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
blacklisttype.sectortravelblacklisttype.sectoractivityblacklisttype.objectactivity1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
boardingbehaviour.attackescortsboardingbehaviour.targetenginesboardingbehaviour.targetturretsboardingbehaviour.disabletargetboardingbehaviour.maintaindistance1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
boardingphase.setupboardingphase.pre_approachboardingphase.approachboardingphase.pre_infiltrationboardingphase.infiltrationboardingphase.internalfightboardingphase.failedbased on xs:boolean
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Build Task
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Build issue flag list (use as many as required, space-separated)
based on xs:string
default UniversalargonboronclosedloopparanidrecyclingsplitteladiterranxenonBuild processor
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Buyer object
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Produce an error message if the provided event object does not exist? Default is true. NOTE: If the event object is a variable or a changeable property, changing it at a later time has no direct effect on this event condition, i.e. it is not re-enabled automatically. It is only updated under certain conditions, e.g. when loading a savegame or when the event condition is restarted explicitly (resetting MD cue or starting AI script).
based on boolean
Object which is claimed, or group of objects (attribute must be present if pilot not supplied)
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
The claiming entity, or group of entities (attribute must be present if claimed not supplied)
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
class.component Componentclass.buildprocessor Build processorclass.accessoryclass.bulletclass.countermeasureclass.crateclass.positionalclass.adsignclass.buildmoduleclass.cargobayclass.constructionclass.controlpanelclass.destructibleclass.dockareaclass.engineclass.habitationclass.interiorclass.launcherclass.lockclass.moduleclass.navcontextclass.pierclass.processingmoduleclass.productionclass.radarclass.scannerclass.shieldgeneratorclass.storageclass.turretclass.ventureplatformclass.walkablemoduleclass.welfaremoduleclass.weaponclass.adsignobjectclass.asteroidclass.bombclass.checkpointclass.collectableclass.containerclass.controllableclass.datavaultclass.defensibleclass.dropclass.explosiveclass.gateclass.highwayentrygateclass.highwayexitgateclass.lockboxclass.mineclass.missileclass.navbeaconclass.nebulaclass.objectclass.recyclableclass.resourceprobeclass.satelliteclass.shipclass.spacesuitclass.ship_xsclass.ship_sclass.ship_mclass.ship_lclass.ship_xlclass.stationclass.entityclass.playerclass.nonplayerclass.computerclass.npcclass.areaclass.clusterclass.galaxyclass.highwayclass.sectorclass.zoneclass.roomclass.cockpitclass.controlroomclass.dockingbayclass.transporterroomCluster
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Colour Value (0 - 255)
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Command action
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
commandaction.standingby Stand By Command action (no param)commandaction.calculating Calculating parameters action (no param)commandaction.repairingto Reparing to component Command action (param = component to repair)commandaction.repairchecking Stand By Command action (no param)commandaction.scanningto Scanning to component Command action (param = component to scan)commandaction.searchingresources Searching resources Command action (no param)commandaction.executingtrade Executing Trade Command action (no param)commandaction.docking Docking Command action (no param)commandaction.undocking Undocking (also detach from masstraffic) Command action (no param)commandaction.waitingtodock Waiting for a free dock Command action (no param)commandaction.attacking Attacking Enemies Command action (no param)commandaction.attackingto Attacking to Enemy Command action (param = enemy object)commandaction.flying Flying Command action (no param)commandaction.flyingto Flying to zone Command action (param = destination zone)commandaction.jumping Jumping Command action (no param)commandaction.searchingtrades Searching for trades Command action (no param)commandaction.waitingdrones Waiting for drones to dock (detach from masstraffic) Command action (no param)commandaction.investigating Investigating Object Command action (param = object being investigated)commandaction.building Building Command action (no param)commandaction.buildingto Building Object Command action (param = object being built)commandaction.orderfailed Error. Unable to execute order and standing by.Command
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
command.attackenemies Attack Enemies Command (no param)command.attackobject Attack Object Command (param = the target to attack)command.buildexpansion Build Expansion Command (no param)command.buildship Build Ship Command (no param)command.buildstation Build Station Command (no param)command.buildupgrades Build Upgrades Command (no param)command.collect Collect Command (param = the object to collect)command.dockat Dock at Command (param = the object to dock at)command.freemining Free Mining Command (no param)command.freetrade Free Trading Command (no param)command.follow Follow Command (param = the object to follow)command.escort Escort Command (param = the object to escort)command.mining Mining Command (param = the zone where stuff is mined)command.move Move Command for object (param = the object to fly to)command.movetozone Move Command for zone (param = the zone to fly to)command.patrol Patrol Command (no param)command.police Police Command (no param)command.protect Protect Command (param = the object to protect)command.refuel Refuel Command (param = amount of fuel)command.repair Repair Command (no param)command.scan Scan Object Command (no param)command.support Support Command (param = the object to support)command.searchresources Search for Resources Commandcommand.searchtrades Search for Trades Commandcommand.trade Trade Command (param = the object to trade with)command.wait Wait Commandcommand.explore Explore Commandcommand.withdrawbattle Withdraw from Battle Commandcommand.resupply Resupply commandcommand.recon Reconnoiter commandcommand.investigate Investigate commandcommand.recycle Recycle commandComment for documentation purposes only
based on xs:string
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
componentstate.constructioncomponentstate.operationalcomponentstate.wreckContainer (ship or station)
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
controlpaneltype.hack_all_turretscontrolpaneltype.hack_buildmodulescontrolpaneltype.hack_discountcontrolpaneltype.hack_engineercontrolpaneltype.hack_productioncontrolpaneltype.hack_shieldgeneratorscontrolpaneltype.hack_storagecontrolpaneltype.hack_watchdogscontrolpaneltype.hack_hiringdiscountcontrolpaneltype.hack_moddingdiscountcontrolpaneltype.hack_repairdiscountcontrolpaneltype.hack_traderdiscountcontrolpaneltype.hack_radarcontrolpaneltype.access_scannercontrolpaneltype.access_jukeboxcontrolpaneltype.access_dockcameracontrolpaneltype.access_externalcameracontrolpaneltype.access_peoplelistControl post
based on controlpostexprlookup, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
controlpost.aipilotcontrolpost.defencecontrolpost.managercontrolpost.engineercontrolpost.shadyguycontrolpost.shiptradercontrolpost.trainee_individual1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
controlpost.aipilotcontrolpost.defencecontrolpost.managercontrolpost.engineercontrolpost.shadyguycontrolpost.shiptradercontrolpost.trainee_individualConversation name
based on namestring, 1 pattern
Pattern: [^']*
Single result value if multiple="false", otherwise list of result values
based on lvalueexpression, 3 patterns
Pattern: *[$][a-zA-Z0-9_]+ * or *[A-Za-z_$(]([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*\. *((\{([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] … or *(stat|userdata) *\. *[a-zA-Z_][a-zA-Z0-9_]* *
Crate (on first-person platform)
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Cue name
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Cutscene key name
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Damaged component
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
deployablecategory.lasertowerdeployablecategory.minedeployablecategory.navbeacondeployablecategory.resourceprobedeployablecategory.satelliteDestructible
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Diplomacy exclusion reason flag list (use as many as required, space-separated)
Dismantled component
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Dismantle processor
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Ship is docked or parked at another object, including internal storage and piers
based on booleanexpression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
dronemode.attackenemiesdronemode.autoassistdronemode.defenddronemode.escortdronemode.missiledefencedronemode.collectanymineabledronemode.collecticedronemode.collectnividiumdronemode.collectoredronemode.collectsilicondronemode.collectheliumdronemode.collecthydrogendronemode.collectmethanedronemode.collectanycratedronemode.collectillegaldronemode.collectlegaldronemode.collectselecteddronemode.tradeWare (paired with min-max/exact attributes) or ware amount table where the key is the ware and value is the amount
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
based on xs:string
destruction Object has been destroyed.damage Object has been damaged. Param = string describing the severity: low, medium, highloot Object has acquired loot. Param = string describing the value: low, medium, highEntity
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
class.entity Entityclass.player Playerclass.nonplayer Non-playerclass.computer Computerclass.npc NPCActor (entity) role
based on entityroleexprlookup, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
entityrole.serviceentityrole.marineentityrole.passengerentityrole.prisonerentityrole.trainee_groupentityrole.workerentityrole.unassigned1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
entityrole.serviceentityrole.marineentityrole.passengerentityrole.prisonerentityrole.trainee_groupentityrole.workerentityrole.unassignedbased on xs:string
servicemarinepassengerprisonertrainee_groupworkerunassignedActor (entity) type
based on entitytypeexprlookup, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
entitytype.officerentitytype.traderentitytype.factionrepresentativeentitytype.shadyguyentitytype.crowdentitytype.agent1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
entitytype.officerentitytype.traderentitytype.factionrepresentativeentitytype.shadyguyentitytype.crowdentitytype.agentactivate_chair Have the chair animate to its active positiondeactivate_chair Have the chair animation to its inactive positioninvalid Have the chair remain in its current activation stateTrade offer to match. All other attributes and amount check nodes are ignored.
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
based on xs:string, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
weaponmode.autoassist Automatically target the current target (player only)weaponmode.holdfire Do not shootweaponmode.anyweaponmode.attackenemiesweaponmode.attackcapitalweaponmode.attackfightersweaponmode.defendweaponmode.miningweaponmode.missiledefenceweaponmode.prefercapitalweaponmode.preferfightersweaponmode.prefermissilesweaponmode.towingFaction
based on factionexprlookup, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
faction.alliancefaction.antigonefaction.argonfaction.boronfaction.buccaneersfaction.courtfaction.civilianfaction.criminalfaction.outlawfaction.freesplitfaction.hatikvahfaction.holyorderfaction.holyorderfanaticfaction.kaorifaction.khaakfaction.loansharkfaction.ministryfaction.ownerlessfaction.paranidfaction.pioneersfaction.playerfaction.scaleplatefaction.scavengerfaction.smugglerfaction.splitfaction.teladifaction.terranfaction.trinityfaction.yakifaction.xenon1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
faction.alliance Alliance of the Wordfaction.antigone Antigone Republicfaction.argon Argon Federationfaction.boron Boron (only valid if Kingdom End extension is active)faction.buccaneers Duke's Buccaneersfaction.court Court of Curbs (only valid if Split Vendetta extension is active)faction.civilian Civilianfaction.criminal Criminalfaction.outlaw Outlaw (alternative to "criminal" with different relations, for use in missions)faction.freesplit Free Families (only valid if Split Vendetta extension is active)faction.hatikvah Hatikvah Free Leaguefaction.holyorder Holy Order of the Pontifexfaction.holyorderfanatic Holy Order Faithfulfaction.kaori Quettanauts (only valid if Timelines extension is active)faction.khaak Kha'akfaction.loanshark Loanshark / Vigor syndicate (only valid if Tides of Avarice extension is active)faction.ministry Ministry of Financefaction.ownerless Ownerlessfaction.paranid Paranidfaction.pioneers Pioneers (only valid if Cradle of Humanity extension is active)faction.player Playerfaction.scaleplate Scale Plate Pactfaction.scavenger Scavengers (only valid if Tides of Avarice extension is active)faction.smuggler Smugglerfaction.split Zyarth Patriarchy (only valid if Split Vendetta extension is active)faction.teladi Teladi Companyfaction.terran Terran main faction (only valid if either Cradle of Humanity extension or Timelines extension is active)faction.trinity Realm of the Trinityfaction.yaki Yaki (only valid if Cradle of Humanity extension is active)faction.xenon XenonFaction or Object
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Flight behaviour
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
flightbehaviour.defaultflightbehaviour.genericflightbehaviour.noneflightbehaviour.attackrunflightbehaviour.bigfightflightbehaviour.boardingpodflightbehaviour.chaseflightbehaviour.crazyivanflightbehaviour.dockflightbehaviour.dockpathflightbehaviour.dock_highspeedflightbehaviour.dogfight1flightbehaviour.dogfight2flightbehaviour.evasive_loopflightbehaviour.evasive_randomflightbehaviour.evasive_rollflightbehaviour.evasive_simpleflightbehaviour.evasive_spiralflightbehaviour.gaindistanceflightbehaviour.guidedmissileflightbehaviour.halfloopflightbehaviour.hardbrakeflightbehaviour.lasertowerflightbehaviour.loopflightbehaviour.miningflightbehaviour.observeflightbehaviour.pickupflightbehaviour.racingflightbehaviour.roll_cwflightbehaviour.roll_ccwflightbehaviour.spiralflightbehaviour.steerclearflightbehaviour.swarmdroneflightbehaviour.undockflightbehaviour.undockpathFlight control model
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
flightcontrolmodel.forcedflightcontrolmodel.highwayflightcontrolmodel.linearflightcontrolmodel.splineflightcontrolmodel.steeringIf true then the found objects are appended to the value used as the result (not the groupname result value). Should the value used as the result not be a list, it will become one, losing its previous value (default false)
based on boolean
based on boolean
If true then the search will include contained objects (of class object, e.g. docked ships). Sub-components of these objects are not included, unless the recursive attribute is set. The recursive attribute takes precedence over includeobjects. Default is false.
based on boolean
If true then the result is a list of all found objects, otherwise the result is a single object or null (default is true for count_ conditions, false for find_ actions). In case of multiple=false, the single result is the first object according to the sort criteria, or randomly selected from all matching objects if no sort criteria are specified.
based on boolean
If true then the search does not stop at contained objects, but these objects and their sub-components are searched recursively as well (default is false)
based on boolean
If true then an error message will be produced if no result is found (default is false)
based on boolean
based on boolean
Source for fixed random number seed (either a numerical value or an object with a generation seed provided by their spawner). NOTE: When using a numerical seed value, the value does not get updated automatically. In order to generate a sequence of random numbers based on the same numerical seed, use <advance_seed> after each random number generation. Takes priority over autoadvanceseed attribute in cases where both can be used.
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
formationshape.dummy unsupported - Dummy, no paramformationshape.circle param = radiusformationshape.halfcircle param = radiusformationshape.invpointguard param = radiusformationshape.pointguard param = radiusformationshape.randomshape unsupportedformationshape.rotatingcircle unsupportedformationshape.singlefile param = distanceformationshape.vshape param = distanceformationshape.invvshape param = distanceformationshape.cross param = distanceformationshape.crossback param = distanceformationshape.crossforward param = distanceformationshape.xshape param = distanceformationshape.xshapeforward param = distanceformationshape.xshapeback param = distanceformationshape.triangle param = distanceformationshape.lineabreast param = distanceformationshape.lineastern param = distanceformationshape.wshape param = distanceformationshape.eagle param = distanceformationshape.twin param = distanceformationshape.vulcan param = distanceformationshape.dartvertical param = distanceformationshape.darthorizontal param = distanceformationshape.echelon param = distanceIs a free slot for a mission actor NPC required?
based on booleanexpression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Actor entity (NPC) or list containing context and NPC template
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Group of objects
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Group of event objects (can be supplied instead of a single event object). The check attribute does not apply. The group is required to exist but may be empty. Adding/removing group members is possible even after the event is set up.
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Name of the group to which the result will be added (group will be created if it does not exist yet)
based on lvalueexpression, 3 patterns
Pattern: *[$][a-zA-Z0-9_]+ * or *[A-Za-z_$(]([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*\. *((\{([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] … or *(stat|userdata) *\. *[a-zA-Z_][a-zA-Z0-9_]* *
Object which is hacked, or group of objects (attribute must be present if hacker not supplied)
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Object which performs the hacking, or group of objects (attribute must be present if hacked not supplied)
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
based on xs:string
leftcenterrightIs the station connected to a mass traffic network?
based on boolean
HoloMap
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Start this order immediately? (Optional, defaults to false.) If true, the order is inserted as the current order. If there is an active current order, it will be interrupted, so that it restarts when the new order is completed. If the current order cannot be interrupted (i.e. it's in the critical state) the new order is inserted right after it. This attribute has no effect when creating a default order.
based on booleanexpression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
based on xs:string
shiptypes_xlshiptypes_lshiptypes_mshiptypes_sshiptypes_xsstationtypesmoduletypes_productionmoduletypes_buildmoduletypes_storagemoduletypes_habitationmoduletypes_defencemoduletypes_communicationmoduletypes_dockmoduletypes_piermoduletypes_othermoduletypes_processingmoduletypes_venturemoduletypes_welfareweapons_lasersweapons_missilelaunchersweapons_turretsweapons_missileturretsshieldgentypesenginetypesthrustertypesmissiletypesmarinesunique_npcswaresproductionmethodsresearchmethodsresearchablesinventory_waresracesfactionslicencesentitytypesequipmentmodspaintmodsclothingmodssoftwarebombslasertowersminesnavbeaconsresourceprobessatellitestimelineaudiologs ≥ 9.00Name of a library interrupt condition set
based on namestring, 1 pattern
Pattern: [^']*
Killed object
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Killer object
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Kill method
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
killmethod.unknown Unknownkillmethod.collected Collectedkillmethod.collided Collidedkillmethod.contextkilled Context killedkillmethod.detached Detached (used for bombs that are turned into floating collectables)killmethod.hitbyareadamage Hit by area damagekillmethod.hitbybomb Hit by bombkillmethod.hitbybullet Hit by bulletkillmethod.hitbymine Hit by minekillmethod.hitbymissile Hit by missilekillmethod.lowattentionattack Attacked in low attentionkillmethod.removed Removedkillmethod.selfdestructed Self-destructedkillmethod.suffocated Suffocatedkillmethod.targetpointdiscarded Target point discardedkillmethod.timedout Timed outkillmethod.weaponswap Weapon swapLabel name
based on namestring, 1 pattern
Pattern: [^']*
Difficulty level
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
level.trivial Trivial difficulty levellevel.veryeasy Very easy difficulty levellevel.easy Easy difficulty levellevel.medium Medium difficulty levellevel.hard Hard difficulty levellevel.veryhard Very hard difficulty levellevel.impossible Impossible difficulty levelbased on xs:string
capitalequipmentcapitalshipceremonyfriendceremonyallygeneraluseequipmentgeneraluseshipintelligencemilitaryequipmentmilitaryshippolicestation_gen_basicstation_gen_intermediatestation_gen_advancedstation_equip_smstation_equip_lxlstation_illegalstation_race_basicstation_race_intermediatestation_race_advancedstation_venturesubgroupfriendtradesubscriptioninnercore_accessoutercore_accessshipsalecontracthyperion_accessenvoy_accessstory_paranid_palace_moduleLine ID in a text page
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Line ID or a list of line IDs on a text page (list may include time values within the line ID sequence, to insert delays/pauses between lines)
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
List
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Loading screen mode for next module change
based on xs:string
Game versionsnew in 9.00
normal ≥ 9.00timelines ≥ 9.00timelines_reverse ≥ 9.00Loadout flag list (use as many as required, space-separated)
Attacker object (ship or station) which is doing the locking (attribute must be present if target not supplied)
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
The attacker's lock target component (either the whole target object or a contained component)
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
The attacker's lock target object (attribute must be present if attacker not supplied)
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Logbook category
based on xs:string
generalmissionsnewsupkeepdiplomacyalertstipsLogbook interaction type
based on xs:string
guidance Starts guidance to the object from the logbook UIshowonmap Opens the map focused on the object from the logbook UIshowlocationonmap Opens the map at a specified location from the logbook UI (requires sector as interaction object and a position relative to the sector)based on xs:string, 3 patterns
Pattern: *[$][a-zA-Z0-9_]+ * or *[A-Za-z_$(]([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*\. *((\{([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] … or *(stat|userdata) *\. *[a-zA-Z_][a-zA-Z0-9_]* *
Name of the value that will receive the result
based on lvalueexpression, 3 patterns
Pattern: *[$][a-zA-Z0-9_]+ * or *[A-Za-z_$(]([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*\. *((\{([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] … or *(stat|userdata) *\. *[a-zA-Z_][a-zA-Z0-9_]* *
Macro
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Macro name (either a plain macro string or a script expression that evaluates to a string or macro)
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
based on xs:string
infiltratingfightingkilledMass traffic network ID
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Mission group lookup
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
missiongroup.argon_police Argon Policemissiongroup.argon_secret_service Argon Secret Servicemissiongroup.argon_war_holyorder Argon Vs Holy Order warmissiongroup.argon_war_xenon Argon Vs Xenon warmissiongroup.antigone_trade_guild Antigone Trade Guildmissiongroup.scaleplate_pirates Scale Plate Pact Piratesmissiongroup.terraforming Terraformingmissiongroup.paranid_war_holyorder Paranid vs Holyorder warmissiongroup.holyorder_war_argon Holyorder vs Argon warmissiongroup.holyorder_war_paranid Holyorder vs Paranid warmissiongroup.teladi_trade_guild Teladi Trade Guildmissiongroup.mentor_plot Mentor storylinemissiongroup.diplomat_mentor_plot Diplomatic Mentor Storylinemissiongroup.story_boso Boso Storylinemissiongroup.story_hatikvah Hatikvah's trade revolutionmissiongroup.story_paranid Paranid Storylinemissiongroup.story_paranid_unification Paranid Unification Storylinemissiongroup.story_paranid_escalation Paranid Escalation Storylinemissiongroup.story_boron Boron Storyline (Boron DLC)missiongroup.story_boron_herald Boron Herald Gamestart 1 / Storyline (Boron DLC)missiongroup.gs_boron2 Boron Gamestart 2 (Boron DLC)missiongroup.story_hyperion Hyperion (Mini DLC 1)missiongroup.story_thefan "The Fan" Storyline (Tides of Avarice DLC)missiongroup.story_criminal Criminal Storyline (Tides of Avarice DLC)missiongroup.gs_pirate1 Tides of Avarice "Runner" Gamestart (Tides of Avarice DLC)missiongroup.split_war_argon Tides of Avarice "Runner" Gamestart (Split Vendetta DLC)missiongroup.story_split Split Storyline (Split Vendetta DLC)missiongroup.story_split_zyarth Split Storyline - Zyarth (Split Vendetta DLC)missiongroup.story_split_court Split Storyline - Court of Curbs (Split Vendetta DLC)missiongroup.gs_split1 Split Gamestart 1 (Split Vendetta DLC)missiongroup.gs_split2 Split Gamestart 2 (Tides of Avarice DLC)missiongroup.ter_war_xenon Terran vs Xenon war (Craddle of Humanity DLC)missiongroup.pioneers_trade_guild Pioneers Trade Guild (Craddle of Humanity DLC)missiongroup.story_terraforming Terraforming Storyline (Craddle of Humanity DLC)missiongroup.story_yaki_solborn Yaki Solborn Storyline (Craddle of Humanity DLC)missiongroup.story_yaki Yaki Storyline (Craddle of Humanity DLC)missiongroup.story_covert_operations Covert Operations (Craddle of Humanity DLC)missiongroup.gs_terran1 Terran Gamestart (Craddle of Humanity DLC)missiongroup.gs_terran2 Pioneers Gamestart (Craddle of Humanity DLC)missiongroup.story_timelines_epilogue Timelines Epilogue (Timelines DLC)Mission thread types for missions and mission offers
based on xs:string
parallel Missions are active in parallelsequential Missions are played through sequentiallyMission type
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
missiontype.plotmissiontype.trademissiontype.fightmissiontype.buildmissiontype.thinkmissiontype.stationmissiontype.chainmissiontype.othermissiontype.crisismissiontype.boardmissiontype.collectmissiontype.delivermissiontype.destroymissiontype.dropmissiontype.escortmissiontype.exploremissiontype.extendmissiontype.findmissiontype.followmissiontype.guidancemissiontype.hackmissiontype.killmissiontype.patrolmissiontype.pickupmissiontype.procuremissiontype.protectmissiontype.racemissiontype.raidmissiontype.repairmissiontype.rescuemissiontype.researchmissiontype.restockmissiontype.scanmissiontype.smugglemissiontype.talktomissiontype.transportmissiontype.intelligencemissiontype.militarymissiontype.policemissiontype.upkeep_creditsmissiontype.upkeep_extendmissiontype.upkeep_hirenpcmissiontype.upkeep_resource_shortagemissiontype.upkeep_subordinatesmissiontype.upkeep_unitsmissiontype.tutorialmissiontype.completed_tutorialmissiontype.hintsbased on xs:string
defenceequipmentdockfactorytradingstationshipyardheadquarterspiratebaseyakistationModule type limit. Integer or a script expression that evaluates to an integer
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Faction mood level
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
moodlevel.verylowmoodlevel.lowmoodlevel.normalmoodlevel.highmoodlevel.veryhighFaction mood type
based on xs:string
aggressionavaricebased on xs:string, 1 pattern
Pattern: [^']*
Negate condition?
based on boolean
Negate filter outcome? The negation applies to the whole element, e.g. <match_content negate="true"> matches objects which do NOT have the specified content.
based on boolean
Game versionsup to 8.00, gone in 9.00
Notification text to be displayed, either a single string with possible line breaks (left-aligned), or a list of strings. In a list, each pair of strings defines a single row (left-aligned and right-aligned text). In the list you can use [ string, r, g, b ] instead of a simple string to specify an RGB text color, with color values between 0 and 255. The default color is determined by the notification priority (a priority above 1 will turn the color red). Numbers are also accepted instead of strings. The maximum number of rows is 4 in the message ticker (<show_notification>), and 7 in the target monitor (<show_interactive_notification>)
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Notification type. Must be a 'notification' datatype. (see notificationtypes.xml)
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
based on xs:string
templatenameroleskillcombinedskillpotentialskillforpostpotentialskillforroleMinimal required number of free slots for actor NPCs
based on expression, 1 pattern
Game versionsup to 8.00, gone in 9.00
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Object
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
class.adsignobject Ad Sign Object (child of a zone)class.asteroid Asteroidclass.bomb Bombclass.checkpoint Checkpointclass.collectable Collectableclass.container Containerclass.controllable Controllableclass.datavault Data Vaultclass.defensible Defensibleclass.drop Dropclass.explosive Explosiveclass.gate Gateclass.highwayentrygate Highway Entry Gateclass.highwayexitgate Highway Exit Gateclass.lockbox Lockboxclass.mine Mineclass.missile Missileclass.navbeacon Nav Beaconclass.nebula Nebulaclass.object Objectclass.recyclable Recyclableclass.resourceprobe Resource Probeclass.satellite Satelliteclass.shipclass.spacesuitclass.ship_xsclass.ship_sclass.ship_mclass.ship_lclass.ship_xlclass.stationObjective action type
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
objective.custom Custom objective action, requires attribute customactionobjective.none No objectiveobjective.achieve_coverage Achieve Coverageobjective.acquire_blueprint Acquire blueprintobjective.acquire_crew Acquire crewobjective.acquire_units Acquire unitsobjective.acquire_ware Acquire wareobjective.activate Activate somethingobjective.approach Approach an npc, or a locationobjective.assign_subordinate Assign subordinateobjective.attack Attack objectobjective.await Await (e.g. us this instead of objective.wait for 'awaiting' arrival at a location, when player is being taken there)objective.board Board objectobjective.build_housing Build housing (terraforming)objective.build_module Build moduleobjective.build_project Build project (terraforming)objective.build_ship Build shipobjective.build_station Build stationobjective.buy Buy wareobjective.claim Claim (e.g. a sector, cluster or small ship)objective.collect Collectobjective.confirm_delivery Confirm the delivery of wares via the UIobjective.confiscate Confiscateobjective.contact Contact (faction, organisation)objective.comm Contact ship via commobjective.craft Craftobjective.defeat Defeat (an enemy)objective.defend Defendobjective.deliver Deliver wareobjective.deploy Deploy (satellite, mines)objective.destroy Destroy objectobjective.disembark Disembark from your ship (e.g. by using the spacesuit)objective.dockat Dock at objectobjective.drop Dropobjective.embark Embark a ship (take control as the pilot)objective.embark_passenger Embark a ship (as a passenger)objective.enable Enableobjective.escort Escortobjective.exchange_wares Exchange waresobjective.explore Exploreobjective.extend Extendobjective.equip Equipobjective.find Find objectobjective.findwayto Find way to location or object (no guidance to target provided)objective.flyto Fly to location or objectobjective.follow Follow objectobjective.free Free (e.g. Prisoners)objective.getup Get up (from chair)objective.guidance Fly to location or object (guidance case)objective.goto Go to (on platform)objective.hack Hack an objectobjective.hold_position Hold positionobjective.gain_reputation Gain reputation with a factionobjective.investigate Investigate some situationobjective.join Join a mission-subscription/squadron/...objective.kill Kill actorobjective.launch Launch something (ship or missile)objective.lookat Look at somethingobjective.neutralize Neutralize something (terrafoming, e.g. environmental effect)objective.observe Observe (object or event)objective.patrol Patrolobjective.pickup Pick up objectobjective.pickup_person Pick up a personobjective.police_scan Police scanobjective.protect Protect objectobjective.race Raceobjective.relocate Relocate (station to location)objective.repair Repairobjective.research Researchobjective.restock Restockobjective.retreat Retreat (from battle, from threat)objective.sabotage Sabotage an objectobjective.scan Scan an objectobjective.secure Secure (ship or location)objective.sell Sell wareobjective.smuggle Smuggle an itemobjective.steal Stealobjective.supply Supplyobjective.support Supportobjective.survive Survive (battle, trap)objective.talkto Talk to actorobjective.track Trackobjective.transport Transportobjective.trigger Trigger (e.g. spacesuit EMP/Bomb)objective.undock Return to your ship and undockobjective.unlock Unlock an object or locationobjective.upgrade Upgradeobjective.usespacesuit Use your spacesuitobjective.wait WaitObject or a list of objects
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
based on xs:string
locked Fully lockedpartial_unlock Partially unlockedunlocked Fully unlockedObject which is observed, or group of objects (attribute must be present if observer not supplied)
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Object which performs the observation, or group of objects (attribute must be present if observed not supplied)
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Operation
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
AI order
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
based on xs:string
align_left Align so that refpos/refobj is on the left sidealign_left_bbox Align so that refobj-bounding-box is on the left side (requires valid refobject!)align_right Align so that refpos/refobj is on the right sidealign_right_bbox Align so that refobj-bounding-box is on the right side (requires valid refobject!)look_at Orientation that looks directly at refpos/refobj-centerlook_at_bbox Orientation that looks directly at refobj-bounding-box (requires valid refobject!)look_away Orientation that looks away from refpos/refobj-centerlook_away_bbox Orientation that looks away from refobj-bounding-box (requires valid refobject!)Owner faction
based on factionexprlookup, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
faction.alliancefaction.antigonefaction.argonfaction.boronfaction.buccaneersfaction.courtfaction.civilianfaction.criminalfaction.outlawfaction.freesplitfaction.hatikvahfaction.holyorderfaction.holyorderfanaticfaction.kaorifaction.khaakfaction.loansharkfaction.ministryfaction.ownerlessfaction.paranidfaction.pioneersfaction.playerfaction.scaleplatefaction.scavengerfaction.smugglerfaction.splitfaction.teladifaction.terranfaction.trinityfaction.yakifaction.xenonOwner faction, or list of owner factions
based on factionexprlookup, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
faction.alliancefaction.antigonefaction.argonfaction.boronfaction.buccaneersfaction.courtfaction.civilianfaction.criminalfaction.outlawfaction.freesplitfaction.hatikvahfaction.holyorderfaction.holyorderfanaticfaction.kaorifaction.khaakfaction.loansharkfaction.ministryfaction.ownerlessfaction.paranidfaction.pioneersfaction.playerfaction.scaleplatefaction.scavengerfaction.smugglerfaction.splitfaction.teladifaction.terranfaction.trinityfaction.yakifaction.xenonText page ID
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Text page ID (defaults to the speaker's voice page if not supplied)
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
based on xs:string, 1 pattern
Pattern: [a-zA-Z_][a-zA-Z0-9_]*
Discount/commission amount as percentage of a ware's price variation range, valid range from 1 to 100. NOTE: This is not the actual discount/commission percentage, which depends on the ware that the price modifier is applied to. Discounts/Commissions apply to all sell/buy offers of object/faction respectively.
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Production module
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
based on xs:string
flat Flat (linear) distribution, default if no profile specifiedincreasing Higher numbers are more likelydecreasing Lower numbers are more likelybell Numbers in the middle of the range are more likelyinversebell Higher and lower numbers are more likely than those in the middleIs the providing container allowed to provide people from their own people? Takes precidence over 'provideworkforce'. Defaults to true.
based on booleanexpression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Is the providing container allowed to provide people from their own workforce? (defaults to true)
based on booleanexpression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
purpose.tradepurpose.fightpurpose.buildpurpose.minepurpose.auxiliarypurpose.hackpurpose.scanpurpose.productionpurpose.storagepurpose.connectionpurpose.habitationpurpose.defencepurpose.dockingpurpose.venturepurpose.welfarepurpose.processingpurpose.salvagepurpose.dismantlingpurpose.rig1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
quadrant.nonequadrant.frontquadrant.backquadrant.leftquadrant.rightquadrant.upquadrant.downRace (species)
based on raceexprlookup, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
race.argonrace.boronrace.dronerace.khaakrace.splitrace.paranidrace.teladirace.terranrace.xenon1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
race.argon Argonrace.boron Boronrace.drone Dronerace.khaak Kha'akrace.split Splitrace.paranid Paranidrace.teladi Teladirace.terran Terranrace.xenon XenonIs the receiving container allowed to receive the people as person templates? Takes precidence over 'receiveworkforce'. Defaults to true.
based on booleanexpression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Is the receiving container allowed to receive the people as workforce? (defaults to false)
based on booleanexpression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
relationchangereason.missioncompletedrelationchangereason.destroyedfactionenemyrelationchangereason.smalltalkrewardrelationchangereason.attackedobjectrelationchangereason.boardedobjectrelationchangereason.killedobjectrelationchangereason.hackingdiscoveredrelationchangereason.scanningdiscoveredrelationchangereason.illegalcargorelationchangereason.missionfailedrelationchangereason.tradecompletedrelationchangereason.illegalplotBehaviour to compare the relation range
based on xs:string
exact Relation is in range (default)ge Relation is greater than or equalgt Relation is greater thanle Relation is less than or equallt Relation is less thannot Relation is not in rangebased on xs:string
selfallymemberfrienddockneutralenemykillmilitarykillnemesisRepaired component
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Resume this action when an interrupt script returns, instead of resuming at a label? This has no effect if a resume attribute was specified in <run_interrupt_script>. If the action was already completed during the interrupt, the script will continue after the action immediately. Note that changing the resume attribute has no effect on existing savegames. The resume state will be restored as it was saved before, even if the attribute changes in the script.
based on boolean
Room
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
class.room Roomclass.cockpit Cockpitclass.controlroom Control Roomclass.dockingbay Docking bayclass.transporterroom Transporter room1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
roompopulationtype.buildroompopulationtype.traderoompopulationtype.dronesroompopulationtype.shipsroompopulationtype.repairroompopulationtype.ammoroompopulationtype.barroompopulationtype.administrativeRoom type
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
roomtype.barroomtype.casinoroomtype.corridorroomtype.crewquartersroomtype.embassyroomtype.factionreproomtype.generatorroomroomtype.infrastructureroomtype.intelligenceofficeroomtype.livingroomroomtype.managerroomtype.officeroomtype.playerofficeroomtype.prisonroomtype.securityroomtype.serverroomroomtype.serviceroomroomtype.trafficcontrolroomtype.warroomObject which is scanned, or group of objects (attribute must be present if scanner not supplied)
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Object which performs the scanning, or group of objects (attribute must be present if scanned not supplied)
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Conversation section name
based on namestring, 1 pattern
Pattern: [^']*
Sector
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Selection type (used with select sub-nodes)
based on xs:string
one Onerandom Randomrandom_except Random, excluding an item that can be optionally specified by codechoose ChooseWeight which determines the chance of this node being selected
based on xs:integer, minInclusive 0
Seller object
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Operation to perform (default is set)
based on xs:string
set Set value (default operation if not supplied, default action is to set to 1 if no random range supplied)add Add to value (default is to add 1 if no random range supplied)subtract Subtract from value (default is to subtract 1 if no random range supplied)insert Insert value into the list as the specified list element, moving all following elements. Insertion at list count + 1 is allowed. (Default value is null if no random range supplied)Ship
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
class.ship Shipclass.spacesuit Spacesuitclass.ship_xsclass.ship_sclass.ship_mclass.ship_lclass.ship_xl1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
class.ship_xs XS sized shipclass.ship_s S sized shipclass.ship_m M sized shipclass.ship_l L sized shipclass.ship_xl XL sized shipShip type
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
shiptype.personalvehicleshiptype.policeshiptype.xsdroneshiptype.escapepodshiptype.distressdroneshiptype.lasertowershiptype.scoutshiptype.fightershiptype.heavyfightershiptype.interceptorshiptype.couriershiptype.smalldroneshiptype.bombershiptype.frigateshiptype.corvetteshiptype.gunboatshiptype.transportershiptype.minershiptype.personnelcarriershiptype.scavengershiptype.destroyershiptype.freightershiptype.largeminershiptype.carriershiptype.resuppliershiptype.buildershiptype.battleshipshiptype.tugshiptype.compactorshiptype.explorershiptype.miningrigshiptype.expeditionaryshiptype.envoySignal Leak object
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
signalleaktype.claimsignalleaktype.datasignalleaktype.missionsignalleaktype.voiceChange the objective silently? This suppresses the mission objective bar and the sound effect. Default is false
based on booleanexpression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Skill type
based on skilltypeexprlookup, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
skilltype.boardingskilltype.engineeringskilltype.managementskilltype.moraleskilltype.piloting1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
skilltype.boardingskilltype.engineeringskilltype.managementskilltype.moraleskilltype.pilotingbased on xs:string
boardingengineeringmanagementmoralepilotingSource object
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Containing space (zone, sector, cluster, or galaxy)
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Containing space (zone, sector, cluster, or galaxy) or a list of containing spaces
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Containing space (sector, cluster, or galaxy) or a list of containing spaces
based on expression, 1 pattern
Game versionsnew in 9.00
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Optional short delay before the speech. Note that the delay is technically treated like a part of the actual speech, except for the display of subtitles and for the time value of a speak timer.
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Optional emotion description: Either a single emote ID string (triggered at the start of the speak) or a list [ offset1, emote1, offset2, emote2, ... ], with pairs of relative offsets and emote ID strings. Each offset is a value between 0.0 and 1.0, relative to the duration of the speak. NOTE: time offsets are not supported. A value of null is allowed and has no effect.
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
When used together with the timer attribute, should the speak be interrupted automatically when the timer is triggered? If used, it is guaranteed that param3 of <event_speak_finished> will not be 0. Defaults to false.
based on booleanexpression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Optional timer value to request an <event_speak_timer_triggered> event at a certain time while a speak voice sample is played: Specify either a value of type time as an absolute real-time offset (e.g. 500ms to trigger the event after half a second), or a value of type float, relative to the duration of the speak (e.g. 0.5 to trigger the event after 50 percent of the speak duration). A negative value of either type is interpreted as the time before the end of the speak (e.g. -500ms to trigger half a second before the speak ends). The timer event is guaranteed to be triggered before <event_speak_finished>. If the speak fails or gets interrupted for any reason (possibly even before the requested time), both <event_speak_timer_triggered> and <event_speak_finished> will be triggered in this order, each with param3 indicating the failure reason. The event timing accuracy is about 50ms. It is not possible to trigger more than one timer event per speak. See also attribute interruptontimer.
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Station
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
class.station StationStation type
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
stationtype.defencestationtype.equipmentdockstationtype.factorystationtype.tradingstationstationtype.shipyardstationtype.wharfstationtype.headquartersstationtype.piratebasestationtype.recyclingfacility ≥ 9.00stationtype.factionheadquarters ≥ 9.00Table
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Target component
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Target object
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Implicitly defines the interactions and the icon this target point should have
based on xs:string
scanhackbased on xs:string
absolute Defined price value is in Credits, not to be scaled.playeraccount Defined price value is a percentage applied to the player's current account.population Price scales with the world's current population. Defined value is for 100k inhabitants.Trade Offer
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
based on xs:string
freeforall Everybody is allowedowneronly Only objects belonging to the same owner faction are allowednoplayer Everybody except objects belonging to the player are alloweddefault Object: inherit from owner faction setting, faction: equivalent to freeforallbased on xs:string
amountdistancenameofferamountoffervolumepricerelativepricestockleveltotalpricetotalvolumevolumePosition in conversation menu (a free position is selected if not supplied). This can be either a fixed named value, or a variable script expression (providing the option number between 1 and 6).
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
top_leftleftbottom_lefttop_rightrightbottom_rightclose Hidden player choice that is selected when the player presses the "close conversation" button1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
unitcategory.attackunitcategory.buildunitcategory.defenceunitcategory.gascollectorunitcategory.guardunitcategory.orecollectorunitcategory.policeunitcategory.repairunitcategory.transportUpkeep alert level
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
alertlevel.low Low upkeep alert levelalertlevel.medium Medium upkeep alert levelalertlevel.high High upkeep alert levelbased on xs:string
topcenterbottomWare
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
Ware flaglist (use as many as required, space-separated)
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
waretransport.containerwaretransport.solidwaretransport.liquidwaretransport.passengerwaretransport.equipmentwaretransport.inventorywaretransport.softwarewaretransport.shipwaretransport.workunitwaretransport.researchWeapon
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*
weaponmode.any Any mode appliesweaponmode.attackenemies Attack all enemiesweaponmode.attackcapital Attack only capital ships (All ships of size class L or XL)weaponmode.attackfighters Attack only non-capital ships (All ships of size class XS, S, or M)weaponmode.defend Defend against attackers (default for non-mining weapons)weaponmode.mining Mining asteroids (default for mining weapons)weaponmode.missiledefence Attempt to shoot down missilesweaponmode.prefercapital Attack all enemies, but prioritize capital ships (Ships of size class L or XL)weaponmode.preferfighters Attack all enemies, but prioritize fighters (Ships of size class XS, S, or M)weaponmode.prefermissiles Attack all enemies, but prioritize missilesweaponmode.towing Attempt to tow scrapbased on xs:string
all All weapons (including mining or repair lasers!)combat Combat weapons (default)mining Mining weaponsrepair Repair weaponsZone
based on expression, 1 pattern
Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*